Black Marrow's Guide to the Energy/Enegy Blaster


Black_Marrow

 

Posted

Black Marrow's: The Energy/Energy Blaster


This guide will be broken into a few smaller categories to help make this a bit easier to read.

I. Intro, and a Personal History with character in question
II. A Message to the KB haters
III. The Energy Primary
IV. The Energy Secondary
V. Pool Powers
VI. Ancillary/Epic Sets
VII. My Current Power Build
VIII. Brief IO Explaination
IX. Strategies and Handling knockback
X. Comparisons, Special Thanks', Conclusions
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I. Intro, and a Personal History with character in question


Hello, my name is Black Marrow. The Blaster in question I played to 50 from the spring to the fall of 2007 was The Starshot Avenger. My first 50. Back on Justice server, life was good. Sweet Hami's, a chill community (for the most part), and never too many people at once. After a year of debate and such, I decided it was time for a switch. I said goodbye to all my old friends and transferred to Virtue for the RP and the larger community. Sure it was rough getting used to the new Hami's, but after some getting used to, I've slid right in. This is my first Guide, but I don't plan on cutting any corners.

That selfish little snippet aside, I shall move on. :P
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II. A Message to the KB haters


I have been kicked from teams, I have been /ignored for no reason, and I have been taunted by other players, all due to my Primary Powerset. I'm not here to rant, I have plenty of threads for that. In all honesty, I understand. All of us Energy/Energy's understand, and we forgive you. However, you should at least give us a chance. In order for an up-and-coming energy blaster to understand how to control his/her knockback he/she must first be given the chance to learn. If theres a blast-happy Energy blaster randomly knocking things around, go ahead and kick him. If a Blaster knocks one target back, then deliberately goes after that target as if to solo it, dont get worried. One enemy away from the AoEs or away from the Tank is no big deal so long as the blaster in question can handle his selected target quickly and efficiently. That is all.
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@Mazzo Grave
Webmaster Grave, Virtueverse!
Energy/Energy Blaster Guide
Quote:
Originally Posted by BackAlleyBrawler View Post
you *******!!!!

 

Posted

III. The Energy Primary

Thanks to Red Tomax's City of Data, and some Paragon Wiki, the Energy Primary.
NOTE: Keep in mind the slotting is just personally recomended, Take the advice or dont, just use it as a guideline.

Ratings are 0-5.

Level 1: Power Bolt
Ranged, Minor DMG(Energy/Smash), Foe Knockback
A quick attack that rapidly hurls small bolts of energy at foes, sometimes knocking them down. Fast, but little damage. Damage: Minor, Recharge: Fast
Cast Time: 1 sec
Recharge: 4 sec
End Cost: 5.2
Unslotted damage at level 50: 12.51 Smashing, 50.05 Energy
Slotting: 2 acc, 3 dam, 1 rech
Rating: 3
Power Bolt is your tier 1 single target blast. It has a small chance to knockback, which isn't too bad. It's damage isn't that great, but it's up and ready more often than enough to fill in attack chain holes, and its short cast time allows it to be spammable inbetween your single target attack chain. The damage is mostly energy damage, and in PvP, is entirely energy damage (96.92 damage). The knockback chance is 20%.

Level 1: Power Blast

Ranged, Moderate DMG(Energy/Smash), Foe Knockback
A much more powerful, yet slower version of Power Bolt. Power Blast sends a focused beam of energy at a foe that can knock them back. Damage: Moderate, Recharge: Moderate
Cast Time: 1.67 sec
Recharge: 8 sec
End Cost: 8.528
Unslotted damage at level 50: 40.04 Smashing, 62.56 Energy
Slotting: 2 acc, 3 dam, 1 rech
Rating: 4

As it states, a more powerful version of Power Bolt. This is essentially true right down the the button. As per usual, Longer recharge, Longer cast time, More Damage, higher END cost. It also has a higher chance to knockback (30% chance). The only thing about this power that irks me is that the ratio of Smashing/Energy damage on this one is tipped more strongly in the smashing damage direction than Power Bolt. This normally isnt an issue, but when fighting enemies with strong smashing resists, both powers will seem not too different. In PvP the damage is 145.31 energy damage.


Level 2: Energy Torrent

Ranged (Cone), Moderate DMG(Energy/Smash), Foe Knockback
Energy Torrent unleashes a cone of powerful energy that can smash foes and possibly send them flying. Damage: Moderate, Recharge: Slow
Cast Time: 1.07 sec
Recharge: 12 sec
End Cost: 11.856
Unslotted damage at level 50: 18.77 Smashing, 41.29 Energy
Slotting: 2 acc, 2 dam, 2 rech
Rating: 3

So I use it alot, big whoop. The choices for AoEs you have in this build are very slim, not to mention that this one isn't that great compared to other set's cone AoEs (Fire Breath, Howl, etc) overall. The knockback is insane at 60%, meaning you need to be careful when you use and place this power, otherwise you'll be sending chunks of groups flying all over the place and you'll be P/Oing the tank. The 40 ft range and 45' arc are easy enough to adapt to however. Knocks back away from the caster. 52.65 Energy damage in PvP.


Level 6: Power Burst

Close, High DMG(Energy/Smash), Foe Knockback
A short range, but devastating attack. Power Burst unleashes a massive amount of energy dealing very high damage at short distances. The impact from this burst often knocks back most foes. Damage: High, Recharge: Slow
Cast Time: 2 sec
Recharge: 10 sec
End Cost: 10.4
Unslotted damage at level 50: 62.56 Smashing, 70.07 Energy
Slotting: 2 acc, 3 dam, 1 rech, or maybe 2 acc, 2 dam, 1 rech, 1 end redux.
Rating: 4

I personally love this power just a little too much. it completes your single target attack chain and punches for some serious damage. My issue with the damage is that the ratio is now getting much closer to 50/50 (give or take) smashing/energy. My only concern with this is that anything that can resist smashing will handle this fairly well, and will make of your blasts look as though they deal about the same damage.

The knockback chance is still pretty high at 60%, however, the magnitude of it is less than Energy Torrent. Again, you can't just target whatever with this. Be sure that you'll kill your target with single targets or with Power Burst when you use it. The order you use these attacks in is crucial to understanding how to utilize the mitigation of knockback as well as Energy blast's damage output. PvP damage is 169.23 energy.

You'll learn to love it too much too. I promise.


Level 8: Sniper Blast

Sniper, Extreme DMG(Energy/Smash), Foe Knockback
A focused blast that can travel great distances with high Accuracy. This is a sniper attack, and is best fired from a distance, as it can be interrupted. Sniper Blast may knock targets backwards. Damage: Superior, Recharge: Slow

Cast Time: 4.33 sec
Recharge: 12 sec
End Cost: 14.352
Unslotted damage at level 50: 47.55 Smashing, 125.12 Energy
Slotting: 2 acc, 2 dam, 1 rech
Rating: 2

A fun tool in the early game, this power has come under alot of speculation, along with powers of it's type. The snipe powers themselves have limited use in the game and are frequently skipped or respec'd out. I personally kept the power for those 'can someone snipe-pull' moments, or at times when the tank is just collecting aggro and I feel like opening my single target chain by killing a minion either with just the snipe or combined with another single target. it's basically impossible to use this during the heat of battle, but as an opener it's perfectly acceptable. The damage is pretty good, but it gets noticably worse as you level, and wont just 1-shot minions like it did at level 8. 50% chance to knockback. 266.15 Energy damage in PvP.


Level 12: Aim

Self +To-hit, +DMG
Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage. Recharge: Long

Cast Time: 1.17 sec
Recharge: 90 sec
End Cost: 5.2
Slotting: 3 rech
Increases ToHit +37.5% and DMG +62.5% for 10 sec.
Rating: 5

An absolutely crucial power for all blasters to have. Anyone who can have Aim needs it, it's truely an amazing power. Pop it before every group you fight and open fire. You wont regret taking this at all. With 3 recharges its up after every group and ready for the next one. Get this, love it, have it 3 slotted the level right after getting this, dont regret it for a second.


Level 18: Power Push

Ranged Minor DMG(Energy/Smash), Foe High Knockback
This ranged attack deals little damage, but sends the target flying for a great distance. Damage: Minor, Recharge: Moderate
Cast Time: 1.1 sec
Recharge: 8 sec
End Cost: 8.528
Unslotted damage at level 50: 8.38 Smashing, 8.38 Energy
Slotting: 2 acc, doesn't need anymore than this.
Rating: 5

YOU HEARD ME RIGHT. [ QUOTE ]
"Rating: 5"

[/ QUOTE ] This power is so much more valuable that anyone seems to notice it is. The tendancy is to skip this power, or to write in guides to skip it, and I intend to make you think twice. It's in the Energy Blast set for a reason, after all. This power causes knockback and mior damage upon the target. Learning to control your knockback and using it for the proper purposes starts with this power and Energy Thrust (more on Energy Thrust later).

Now, of course, don't spam this power all over the place, people will be mad. It's a tool, not a damaging power. We'll get more into knockback later.


Level 26: Explosive Blast

Ranged (Targeted AoE), Moderate DMG(Smash/Energy), Foe Knockback
You hurl a blast of charged energy that violently explodes on impact, damaging all foes near the target. Explosive Blast may knock targets backwards. Damage: Moderate, Recharge: Slow

Cast Time: 1.67 sec
Recharge: 16 sec
End Cost: 15.184
Unslotted damage at level 50: 31.28 Smashing, 25.03 Energy
Slotting: 2 Acc, 2 dam, 1 end redux, if you take it.
Rating: 2

I was unfair when I first wrote this part. However, let the record show that I still do not like this power. For an AoE it's damage isnt too great, but it can be used in conjunction with Energy Torrent to keep a good 3 or 4 enemies off of their feet. Again, it's primary damage is Smashing, and can get highly resisted towards endgame. It knocks targets back away from the caster, which can help you somewhat control your knockback. I feel that Energy Torrent with a few recharges is essentially the same thing. It's up fast enough for me to be able to spam them one after another for the most part if I choose to, and it does more damage. Damage in PvP is 45.31 energy.

In the end this power is definately skippable, but can be handy. I'm still calling ot the Whirling Hands of ranged AoEs, but it's your call.

Level 32: Nova

PBAoE, Extreme DMG(Energy/Smash), Foe Knockback, Self -Recovery
You can explode in a tremendous blast of energy, sending nearby foes flying. The Nova deals massive damage to all nearby foes, although the damage does vary. Activating this power leaves you drained of Endurance, and unable to recover any Endurance for a while. Damage: Extreme, Recharge: Very Long

Cast Time: 3 sec
Recharge: 360 sec
End Cost: 20.799999 (drains entire END bar if you hit anything)
Unslotted damage at level 50: 62.56 Smashing, 125.12 Energy, 92.84 Energy (75% chance), 92.84 Energy (50% chance).
Slotting: 1 Acc, 3 dam, 2 rech.
Rating: 4

What you've been waiting for, the staple of the blaster, the ability to deal a ton of damage at once. While i'll admit, it's not as useful as Ice's Blizard, or Fire's Inferno, but it still does a [censored] ton of damage. Yes, it drains all of your endurance after using, yes, it stops you from recovering any for a short time, and yes, it's worth it. Once you get used to what you can and can't kill with it, and what it + Build Up, Aim and Power Boost can and can't kill (usually all minions and LT.s, with some exceptions including late game Arachnos) you'll learn when and where to place it. It only takes a few failed nukes to understand what you did wrong. TFs, especially STFs, always have an issue with Nova, so use it sparingly there, especially when fighting enemies with high energy resistance.



That wraps up Energy blast. Now onto the Secondary set.
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@Mazzo Grave
Webmaster Grave, Virtueverse!
Energy/Energy Blaster Guide
Quote:
Originally Posted by BackAlleyBrawler View Post
you *******!!!!

 

Posted

IV. The Energy Secondary

Thanks to Red Tomax's City of Data, and some Paragon Wiki, the Energy Secondary.
NOTE: Keep in mind the slotting is just personally recomended, Take the advice or dont, just use it as a guideline.


Level 1: Power Thrust

Melee, Minor DMG(Energy/Smash), Foe Knockback
A focused attack that violently shoves the target and sends them flying. Deals minimal damage, but can be very effective. Damage: Minor, Recharge: Moderate

Cast Time: 1 sec
Recharge: 6 sec
End Cost: 6.864
Unslotted damage at level 50: 22.24 Smashing, 22.24 Energy
Slotting: 2 Acc, I see no reason for more. If you want to slot like an attack, 1 acc, 2 dam, 1 rech should do.
Rating: 4

This is a power you're forced to have, sure. But this is also a power you should have taken if you could have chosen. Kinda like O2 Boost over Gale at first, or Transfusion over Siphon Speed so early etc etc. This power is the begining of your path to your melee attack chain and the begining of your path to understanding knockback. It doesnt do too much damage, but when properly slotted can put out some decent damage. I felt I needed the slots elsewhere and just 2 slotted it. I figured KBing a melee target out of my way to follow up with my great energy melee attacks was more important.


Level 2: Energy Punch

Melee, Moderate DMG(Smash/Energy), Foe Disorient
Powerful focused punch that may Disorient your opponent! Damage: Moderate, Recharge: Fast
Cast Time: 0.83 sec
Recharge: 10 sec
End Cost: 10.192
Unslotted damage at level 50: 55.61 Smashing, 53.39 Energy
Slotting: 1 Acc, 2 damage, 1 end redux or 1 rech.
Rating: 3
With a chance to stun and pretty good damage, why say no? Some people turn it down to leave their build open for more pool powers, or neglect it in favor of more ranged attacks. Stacking stuns with this power and the other melee attacks you get is fairly amusing, especially when you can stun the Crey Paragon Protector while he's getting back up and then keep him stunned so he never pops MoG. It's definately skippable, but having it definately helps your melee attack chain, especially if you WANT a full melee attack chain. It fills in that gap you'd rather not fill with Thrust or Brawl. But then again, it's your call. Damage in PvP is 94.43 Energy.

Level 4: Build Up
Self +DMG, +To-hit
Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your chance to hit. Recharge: Long
Cast Time: 1.17 sec
Recharge: 90 sec
End Cost: 5.2
Slotting: 3 rech
Increases ToHit +15% and DMG +100% for 10 sec.
Rating: 5
Your first Build Up type power. This is the one that increases your damage for 10 seconds for 5.2 endurance. Do you have this power yet?
The power can be held off until 6 or 8 when there's room, but be sure to have it by 12.

Level 10: Bone Smasher

Melee, High DMG(Smash/Energy), Foe Disorient
The Bone Smasher is a slow attack, but makes up for it with a good amount of damage. Has a greater chance to Disorient than Energy Punch. Damage: High, Recharge: Moderate

Cast Time: 1.5 sec
Recharge: 14 sec
End Cost: 13.52
Unslotted damage at level 50: 101.21 Smashing, 43.38 Energy
Slotting: 1 Acc, 2 damage, 1 end redux or 1 rech.
Rating: 5

Especially when you first get this, you'll notice how much damage this puts out. Even at level 50 it puts out some pretty amazing numbers. Even if your trying to stay ranged focused, I see no reason not to take this. It's got a mag 3 stun in PvE and is one of the Heavy-Hitters of the set. If your target isn't stunned after Total Focus, use this, he probably is now. Take it, love it.


Level 16: Conserve Power

Self Endurance Discount
You can focus for a moment to Conserve your Endurance. After activating this power, you expend less Endurance on all other powers for a while. Recharge: Very Long

Cast Time: 1.17 sec
Recharge: 60 sec
End Cost: 7.8
Slotting: 3 rech
Self +119.2% Endurance Discount for 90 sec
Rating: 2

This is one of those powers I decided I wouldn't need. With some End Redux slotted here and there I had no END issues, not to mention that a 90 sec duration on top of a 600 sec recharge isn't very apealing. I used it on my brute, who immediately respeced into Power Sink instead. I just figured END wasn't an issue in any sense of the word on this character.


Level 20: Stun

Melee, Minor DMG(Energy/Smashing), Foe Disorient
Stun deals a little bit of damage, but Disorients its target a great deal. This attack can Disorient most opponents. Damage: Minor, Recharge: Slow

Cast Time: 1.8 sec
Recharge: 20 sec
End Cost: 10.192
Unslotted damage at level 50: 8.34 Smashing, 5.56 Energy
Slotting: 1 Acc?
Rating: originally 1, now 3.

Some people like this power, I don't get it personally. I must apologize for not having any personal experience with the power, but I was too concerned with dealing some real damage in Melee than just poking them a little. The stun is Mag 3, so is Total Focus and Bone Smasher. I guess it helps in PvP or something, but im not sure. Take it if you want, I skipped in favor of some extra pool power stuff.

EDIT: After some more recent work with this power, I've changed my rating from a 1 to a 3. This can make stunning your targets much easier, and when paired with a primary set with any stun effects, this will make soloing much easier. However, it's still Energy Blast we're talking about, and it doesn't mesh too well with the energy primary. Like Boost Range, like power is best paired with a different primary.

Level 28: Power Boost

Self +Special
Greatly boosts the secondary effects of your powers. Your powers effects like Heals, Defense Buffs, Endurance Drains, Disorients, Holds, Immobilizes, Knockbacks and more, are all improved. The effects of Power Boost last a short while, and only the next couple of attacks will be boosted. Recharge: Long
Cast Time: 1.17 sec
Recharge: 60 sec
End Cost: 7.8
Effects: Too many to list
Slotting: 3 rech
Rating: 5
This is an amazing power, especially for you. Wether or not you play an Energy blaster you want this power. Power Boost will increase the effectiveness of your stuns, but not your knockbacks. There isn't much else I can say except love the power. Here is a guide by F22Major about Power Boost. It should help you understand it a little better.
http://boards.cityofheroes.com/showf...art=1&vc=1

Level 35: Boost Range
Self Range Increase
You can boost your powers to increase the range of your next few attacks. Recharge: Long
Cast Time: 1.17 sec
Recharge: 60 sec
End Cost: 13
Effects: Increases range +59.6% for 30sec.
Slotting: 3 rech
Rating: 2 (5)
Another power I just don't see any use for. I mean sure, some people use it and love it, but I just dont see the use in increasing my already not-that-bad range, especially when I close to melee fairly commonly. My suggestion is to take it on a build who's Primary is Different, and on this build take it and try it out before getting rid of it or keeping it. I think it's worth a try, I just personally didn't find any use in it.

NOTE: As you can tell, I dont suggest this power for this powerset combo. However, for those of you reading this Boost Range is a great power for powersets with ranged nukes and a large number of ranged AoEs and cones. Primary Powersets who gain the most from Boost Range: Electric Blast, Archery, Assault Rifle. These sets get so much from Boost Range, it effctively inreases your AoE DPS, especially when dealing with Cones. If you increase the range of a cone, the area of effect essetially gets wider and larger overall, the further away you are. With boost range, you can essentialy hit more targets at once this way. Energy Torrent, however, should not hit more then 2 or 3 targets at any given time, you already knock enough stuff around for no reason, and chasing down 6 targets to kill fast is twice as irritating.

Level 38: Total Focus

Melee, Extreme DMG(Energy/Smash), Foe Disorient
Total Focus is complete mastery over Energy Melee. This is a very slow, but incredibly devastating attack that can knock out most opponents, leaving them Disoriented. Due to the exhausting nature of Total Focus, recharge time is very long. Damage: Extreme, Recharge: Long
Cast Time: 3.3 sec
Recharge: 20 sec
End Cost: 18.51999
Unslotted damage at level 50: 55.61 Smashing, 142.36 Energy
Slotting: 2 Acc, 2 dam, 1 End redux, 1 rech
Rating: 5

Take this power. No seriously, if you dont I'll hunt you down and personally ask you why. If your answer displeases me I may move on to haunt you after I die. This power is truely the shining wrecking ball of the set. It may have a bit lengthy of a cast time, but look at that damage. Mag 3 stun on top of that. It's delicious. I don't have much else to say about this power. It's just that good.


Ok, that's enough numbers for me.
------------------------------------------


@Mazzo Grave
Webmaster Grave, Virtueverse!
Energy/Energy Blaster Guide
Quote:
Originally Posted by BackAlleyBrawler View Post
you *******!!!!

 

Posted

V. Pool Powers

Pool Powers are always a tough choice for a blaster. I'll give a short rundown of all the sets and a quick synopsis about them from the eyes of an Energy/Energy blaster.

First, the travel sets.

Flight: A common choice I've seen amongst energy blasters. It works I guess, and Air Superiority helps make your Melee Attack chain much more Mitigating with the knockup. Some blasters like to Hover, but I'd rather be on my feet so I can close to Melee faster. And group fly is just annoying. I've always loved Air Superiority, and Fly helps alot with Hami Raids (Much better than Superspeed for them I'll tell you that ). Flight is one of the better choices for travel, considering if you Hover-Blast directly over mobs, then your knockback becomes knockdown. I personally felt that this was just too easy, and decided to use my knockback instead of eliminate it.

Superjump: Not exectly a bad choice. The Def and KB resists of Combat Jumping and Acrobatics can help quite alot in melee, but in all honesty, you'll get mezzed too much anyhow to be able to keep them up for too long without turning them back on. EDIT: The me toggle drop has been changed. You can run combat jumping and acro now without them being turned off, so this seems like a much more reasonable choice now.

Teleport: With some nifty utility and teleport foe, this is definately a viable choice. However, the travel power itself kills Endurance and is bad for computers that cant handle the graphical effect.

Super Speed: Hasten is really appreciated in this build, as it helps reduce the need for Rech Enhances and opens up some space for End Redux, not to mention getting Total Focus up faster, as well as your Build Ups. I took this set along with Superspeed and never regretted it for a second. I have the +Stealth Proc IO in Superspeed and I've never had to worry about aggroing much of anything so long as the power is on (except Rularuu Watchers and other units with fairly large perception bonuses).

The other sets.

Fitness: Not to sound like a facist, but take this or your stupid. If you can wiggle away your dependancy on Stamina with IO bonuses and such, you'll regret having wasted the slots on them when you could have slotted for Damage, Acc, and Recharge buffs.

Fighting: I've seen some Blasters with these powers. I again, however, don't think that I was meant to take a hit. Seeing as I dont use too many AoEs I dont aggro too many targets. I dont see the added +Resist or +Def all that neccesary. If you do, feel free, I guess.

Presense: Why? You don't need any more aggro. The amount you get as an Energy blaster is just as much as an average blaster can handle and doesnt need any more 'attention'. If you want the Fear for PvP, go for it, but for PvE, I see no appeal to this.

Leadership: I've seen alot of blasters with this set. I had Assault and Tactics for a while and liked having them, but as I leveled a bit more, I realized that the number of times they were turned off by mezzes was just inhuman. I dropped them for medicine. If you dont get mezzed too often, try these out. EDIT: The mez toggle drop as been changed, making this set much more appealing to a blaster.

Medicine: I took this almost entirely for Aid Self. I'm a selfish blaster with PFF + Power Boost + Aid Self. I can essentially heal myself to full in the middle of a fight and not worry about getting hurt. You could take the Rez in it as well if you wanted, but usually teams with have someone who can rez.

Concealment: I WOULD have taken this if I didn't think Superspeed +Stealth Proc was enough. I dont see much need for concealment, but it helps when you start fighting to only collect aggro when you're ready for it. I could see where it could help in PvP as well, but then again, stalkers get some crazy perception.
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VI. Ancillary/Epic Sets

This is another category I need to apologize for. I took Force Mastery and never looked back. Personal Force Field gets more use than you'd think, Temp Invul mitigates some basic damage, and Force Of Nature is perfect when I need to be in Melee with an AV. So I'll give some outward opinions of the other sets (all speculation).


Cold Mastery: Snow Storm is a sweet DeBuff to recharge and speed, letting you take better control of the field, an AoE sleep, an Ugly defensive toggle, a self heal, and Hibernate. I see very little synergy with Energy in this set, but I wouldn't count it out. The self heal could easily eliminate Aid Self in my build and give me room for something else. Then again, there's nothing else I really need.

Electrical Mastery: I could definately see electric as a good substitute for Force. A resistance-based toggle with extra Energy Resistance, Suge of Power for my close-up AV encounters, and EM Pulse for fun. An AoE hold. Seriously? Sweet! Static Discharge could add to Energy's lack of good AoEs, and the Single target hold could add some spice nicely. Definately a viable option, maybe even better than Force. My only concern is that Temp invul offers more Smash/Lethal resists, but only by a tiny amount. If properly slotted, Charged Armor could definately prove more valuable.

Flame Mastery: An AoE knockback? I have enough knockback thank you. Not to mention my stuns are more useful than Char any day. The elemental resist is nice from fire, but a self-rez? Really? It looks cool, sure, but I'd rather not be dead in the first place. That call is yours though.

Munitions Mastery: An auto power resist? Not strong enough for my tastes. AoE sleep? Thats a controller thing, you wont need that unless you only solo. Suveillance is definately helpful in taking out troublesome targets, definately the selling point in that set IMO. AoE knockback Snipe? Um, i'm not sure what the damage output is, but I assume it's less than amazing.

-----------------------------------------


@Mazzo Grave
Webmaster Grave, Virtueverse!
Energy/Energy Blaster Guide
Quote:
Originally Posted by BackAlleyBrawler View Post
you *******!!!!

 

Posted

VII. My Current Power Build

This build is my personal build. I didn't add slots or anything, this is based entirely off of powers chosen only. (EDIT: The last 3 powers are Personal Force Field, Temp Invul, and Force of Nature).

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Starshot Avenger: Level 50 Magic Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Medicine

Hero Profile:
Level 1: Power Bolt -- (A)
Level 1: Power Thrust -- (A)
Level 2: Power Blast -- (A)
Level 4: Energy Torrent -- (A)
Level 6: Hasten -- (A)
Level 8: Build Up -- (A)
Level 10: Hurdle -- (A)
Level 12: Sniper Blast -- (A)
Level 14: Super Speed -- (A)
Level 16: Health -- (A)
Level 18: Power Burst -- (A)
Level 20: Stamina -- (A)
Level 22: Bone Smasher -- (A)
Level 24: Energy Punch -- (A)
Level 26: Aim -- (A)
Level 28: Power Push -- (A)
Level 30: Stimulant -- (A)
Level 32: Nova -- (A)
Level 35: Aid Self -- (A)
Level 38: Total Focus -- (A)
Level 41: Power Boost -- (A)
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 1: Defiance



Now, here's a more PvP oriented Build with some more utility and stealth. EDIT: Personal FOrce Field is no longer any use in PvP. Taking cold as an epic is probably a better choice.


Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Starshot Avenger: Level 50 Magic Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Presence
Power Pool: Concealment
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Power Bolt (A)
Level 1: Power Thrust (A)
Level 2: Power Blast (A)
Level 4: Energy Torrent [(A)
Level 6: Energy Punch (A)
Level 8: Build Up (A)
Level 10: Hurdle (A)
Level 12: Hasten (A)
Level 14: Power Burst (A)
Level 16: Super Speed (A)
Level 18: Health (A)
Level 20: Stamina (A)
Level 22: Aim (A)
Level 24: Bone Smasher (A)
Level 26: Power Push (A)
Level 28: Power Boost (A)
Level 30: Challenge (A)
Level 32: Nova (A)
Level 35: Intimidate (A)
Level 38: Total Focus (A)
Level 41: Boost Range (A)
Level 44: Stealth (A)
Level 47: Invisibility (A)
Level 49: Personal Force Field (A)
------------
Level 1: Brawl (A)
Level 1: Sprint (A)
Level 2: Rest (A)
Level 1: Defiance


And a build with Electric chosen as the Ancillary, as well as some leadersip powers, and lacking Sniper Blast. This is one is just for fun kinda.


Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

Starshot Avenger: Level 50 Magic Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Power Bolt (A)
Level 1: Power Thrust (A)
Level 2: Power Blast (A)
Level 4: Energy Torrent (A)
Level 6: Build Up (A)
Level 8: Hasten (A)
Level 10: Power Burst (A)
Level 12: Hurdle (A)
Level 14: Super Speed (A)
Level 16: Health (A)
Level 18: Bone Smasher (A)
Level 20: Stamina (A)
Level 22: Energy Punch (A)
Level 24: Aim (A)
Level 26: Power Push (A)
Level 28: Power Boost (A)
Level 30: Assault (A)
Level 32: Nova (A)
Level 35: Tactics (A)
Level 38: Total Focus (A)
Level 41: Vengeance (A)
Level 44: Static Discharge (A)
Level 47: Charged Armor (A)
Level 49: Surge of Power (A)
------------
Level 1: Brawl (A)
Level 1: Sprint (A)
Level 2: Rest (A)
Level 1: Defiance



Theres a few sample builds. The order I take powers between 10-25 and varies alot, mostly because I try to think what it would have been like to level with different powers available to me. Generally it's good to plan out at least those mid levels, seeing as alot of new toys and powers and such become available. NOTE: My personal build I use to PvE and PvP as is and functions just fine.

PvP NOTE: For this set combo, it seems that utilities (Stealth, Fears, Self Heals, other pool powers etc) are based entirely on preference. You'll find your Knockback and Stuns to work just fine when it comes to controlling your target. You may need Stun to stun more resilient targets like scrappers and tankers and brutes and maybe stalkers. That really depends on their defensive set though. If your mezzes dont work on those hard targets then just hit as hard you can as fast as you can. (I'm not too big on PvP, I just do it now and then for fun, so this isn't really a hardcore PvP statement, just what little I've learned from experience).
---------------------------------------


@Mazzo Grave
Webmaster Grave, Virtueverse!
Energy/Energy Blaster Guide
Quote:
Originally Posted by BackAlleyBrawler View Post
you *******!!!!

 

Posted

VIII. Brief IO Explaination


If you want, go IO crazy. However, you dont need all the Purple Sets to be a great Blaster. I have alot of level 31+ IO enhances slotted because it's good enough. I'll agree, I'd perform a bit better if my IO slotting wasnt a spastic mess, but it's not my primary concern. I feel that when it comes to being a blaster, player skill means SO MUCH MORE than your IO build. For ATs like Tanks and Controllers, and Dominators, and Brutes and such, I can see IO extensive builds being needed. Sometimes you can only be so good with certain ATs. I feel the Blaster AT is a bit more versatile in that sense, and doesn't need to be perfect.

When i first slotted him with IOs, I slotted for alot of +regen. I kinda wish I had slotted for some more +recharge to make Hasten perma, but a few seconds of downtime on it keeps me on top my game. I have enough attacks with good enough recharge to fill the gaps when it's down.

I've seen no reason to slot more up-to-date IOs. He's incredibly fun, and I dont think there's much that can change that. Like the Dev's keep saying, "the game wasn't made any harder to compensate for IOs".

If you do go a little IO crazy, slot for +Recharge, +Damage, and +Accuracy with some +Recovery in there as a back seat (aim for around 3 end/sec at least).

------------------------------------



IX. Strategies and Handling knockback


This section is dedicated to getting you on the right track to making your knockback wanted on teams and not hated. I'll teach you the basic techniques for using knockback to your advantage.

First!

If you''re going to knockback a target, be prepared to solo him. If you knock the Paragon Protector away from the tank, get into melee fast and stack stuns on it. Make sure that Boss dies before he gets back to the tank. If you Energy Torrent and 3 minions get thrown, run after them and handle them quickly. It's your fault they broke AoE range with the tank and the rest of the group you're fighting, so clean up your mess. be sure you fix what you break. If You Energy Torrent and Knock over a minion and a boss, get behind the minion and knock him back to where he was, then go stack stuns on that boss (or vice versa, your choice).


Learn to assist the tanks aggro issues. If a few of the enemies wont close to melee with the tank, get behind them and knock them in the direction of the tank. I cant tell you how many times I've had to knock a reluctant LT into melee with the tank. He'll thank you for it and be less likely to freak out if you energy torrent a few and dont clean your mess completely.

Educate the team. Say "Hello, I am an Energy/Energy blaster. If I ever knock a target out of Tank aggro, I intend to solo it. I use knockback to good ends, and If I ever knock a few things around, I'll handle it. If I'm going to Nova I'm going to say so before we attack the mob. If I Nova and don't kill enough targets, I will refrain from Nuking from here on out during our teaming experience". Be sure your team knows various Knockback and mitigation techniques you're going to use before you use them. Teams always seem to freak out when you knock a single target out of AoE range or out of tank aggro, be sure to tell the team you'll do that and handle it.

If you ever knock something over a ledge, let it fall. Dont go after it until it comes back. In the amount of time it takes to get back up to you you could have have killed 3 more enemies. However, try your best NOT to knock stuff over ledges. It's just that much easier to close to melee and kill a few and then KB some away from the ledge.

As a general strategy, learn how to pull around small corners. There are small map terrain bits you can use to your advantage when pulling or pushing a target. When pushing, use corners to your advantage. Being able to plant a target in a corner and constantly KB that target is a skill you'll want. Holding a Lost Pariah in a corner or a Rikti Mentalist or whatever is hard to kill and a niusance can prove just as effective as landing a string of single target holds. Not to mention your barrage will eventually kill your target.

Learn what enemies will resist your damage. Freakshow tanks will take less smashing than energy damage, so be sure to spam your Attacks that put out alot of energy damage over smashing damage (Total Focus, Power Bolt). It doesn't seal the deal, but it helps increase your DPS.

The lazy way out: Hover over your enemies so your knockback is knockdown. I find this just too easy and not fun, and I would much prefer to get more utility from my primary. I dont suggest it, but it is certainly an option.
--------------------------------------


@Mazzo Grave
Webmaster Grave, Virtueverse!
Energy/Energy Blaster Guide
Quote:
Originally Posted by BackAlleyBrawler View Post
you *******!!!!

 

Posted

X. Comparisons, Special Thanks', Conclusions


I look at a set like fire and just get turned off. The only mitigation it has in both of it's sets is to kill things faster. Some people may call this a strength, but I see it as a weakness. Knockback functions as a wrothy mitigator, as well as the stuns from your secondary. Utilze them and you wont regret it.

Special thanks to Red Tomax for the amazing City of Data. Thanks to F22Major for that intuitive guide about Power Boost. Also thanks go out to the other guide contributors, I've read over half the up-to-date guides for just about everything and have gotten so much inspiration to contribute, especially from Bobitron and Local_Man. Thanks for the terrific guides and inspiration to us all.

-Black Marrow


@Mazzo Grave
Webmaster Grave, Virtueverse!
Energy/Energy Blaster Guide
Quote:
Originally Posted by BackAlleyBrawler View Post
you *******!!!!

 

Posted

With respect to Boost Range, the advantages you do not appear to notice are:
1) It is essentially perma with normal slotting (don't even need hasten)
2) It gives Power Burst a very respectable range.
3) The foes you knock back are usually still within range of most powers.
4) Torrent, combined with the Electric Ancillary pool's Cone AoE, extra range means bigger AoE. Take the (otherwise worthless) Explosive blast, and you can 1, 2, 3 punch as effectively (or more so) than other AoE-specialized blasters.

In summary, you can just stand/hover in one spot, raining death from above, no need to run around chasing things. The time you save from not chasing things down keeps up your Defiance bonuses, and increases your DPS significantly.


 

Posted

[ QUOTE ]
With respect to Boost Range, the advantages you do not appear to notice are:
1) It is essentially perma with normal slotting (don't even need hasten)
2) It gives Power Burst a very respectable range.
3) The foes you knock back are usually still within range of most powers.
4) Torrent, combined with the Electric Ancillary pool's Cone AoE, extra range means bigger AoE. Take the (otherwise worthless) Explosive blast, and you can 1, 2, 3 punch as effectively (or more so) than other AoE-specialized blasters.

In summary, you can just stand/hover in one spot, raining death from above, no need to run around chasing things. The time you save from not chasing things down keeps up your Defiance bonuses, and increases your DPS significantly.

[/ QUOTE ]

@Boost Range: I find range to be a useless thing all together, especially with how often I use melee attacks. For almost any other primary I would suggest this, but it's just unrealistic for an Energy/Energy.

Also, totally forgot about the hover-over technique, Will edit to include asap.


@Mazzo Grave
Webmaster Grave, Virtueverse!
Energy/Energy Blaster Guide
Quote:
Originally Posted by BackAlleyBrawler View Post
you *******!!!!

 

Posted

Quote:
Originally Posted by Black_Marrow View Post
VIII. Brief IO Explaination


If you want, go IO crazy. However, you dont need all the Purple Sets to be a great Blaster. I have alot of level 31+ IO enhances slotted because it's good enough. I'll agree, I'd perform a bit better if my IO slotting wasnt a spastic mess, but it's not my primary concern. I feel that when it comes to being a blaster, player skill means SO MUCH MORE than your IO build. For ATs like Tanks and Controllers, and Dominators, and Brutes and such, I can see IO extensive builds being needed. Sometimes you can only be so good with certain ATs. I feel the Blaster AT is a bit more versatile in that sense, and doesn't need to be perfect.
For non-set slotting, it's worth considering that a level-15 IO is better than a +2 DO, and a level 35 IO is about a +2 SO. What I've been doing is to collect recipes and salvage to build IOs to fill slots at level 12, and keep them until 22, at which point I burn a vetspec to get back ten of them -- generally Accuracy, since the luck charms are a pain to get -- cashing in the rest (and with the new email attachments, mailing them down to a character closing on 12), and buying SOs, upgrading them at 28 while buying recipes and salvage for level 35 IOs, which I'll swap in once I hit 32. Because the IOs don't expire, I can keep adding level 35+ SOs up until I get high enough to make replacing them with sets worthwhile, and slowly go through that upgrade. It's perhaps more expensive, but it seems to work for me.


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers