Soliciting Build Feedback: Fire/Elec


Fulmens

 

Posted

Hey folks, if anyone wouldn't mind taking a look at this and seeing if there are any improvements which could be made, I'd be very grateful. Looking at the totals ported over, I seem to be missing 7% Ranged and Melee defense. I'm assuming that's from CJ and Weave.

Thanks in advance for any opinions, advice, etc.


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

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

Doc Steam: Level 50 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Fire Blast

    [*] (A) Thunderstrike - Accuracy/Damage[*] (3) Thunderstrike - Damage/Endurance[*] (3) Thunderstrike - Damage/Recharge[*] (5) Thunderstrike - Accuracy/Damage/Recharge[*] (5) Thunderstrike - Accuracy/Damage/Endurance[*] (7) Thunderstrike - Damage/Endurance/Recharge[/list]Level 1: Electric Fence
      [*] (A) Thunderstrike - Accuracy/Damage[*] (7) Thunderstrike - Damage/Endurance[*] (9) Thunderstrike - Damage/Recharge[*] (9) Thunderstrike - Accuracy/Damage/Recharge[*] (11) Thunderstrike - Accuracy/Damage/Endurance[*] (11) Thunderstrike - Damage/Endurance/Recharge[/list]Level 2: Flares
        [*] (A) Thunderstrike - Accuracy/Damage/Endurance[*] (13) Thunderstrike - Damage/Endurance/Recharge[*] (13) Thunderstrike - Accuracy/Damage/Recharge[*] (15) Thunderstrike - Damage/Recharge[*] (15) Thunderstrike - Damage/Endurance[*] (17) Thunderstrike - Accuracy/Damage[/list]Level 4: Fire Ball
          [*] (A) Positron's Blast - Chance of Damage(Energy)[*] (17) Positron's Blast - Accuracy/Damage/Endurance[*] (19) Positron's Blast - Damage/Recharge[*] (19) Positron's Blast - Damage/Endurance[*] (21) Positron's Blast - Accuracy/Damage[/list]Level 6: Charged Brawl
            [*] (A) Touch of Death - Chance of Damage(Negative)[*] (21) Touch of Death - Accuracy/Damage/Endurance[*] (23) Touch of Death - Damage/Endurance/Recharge[*] (23) Touch of Death - Damage/Recharge[*] (25) Touch of Death - Damage/Endurance[*] (25) Touch of Death - Accuracy/Damage[/list]Level 8: Combat Jumping
              [*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (27) Blessing of the Zephyr - Knockback Reduction (4 points)[*] (46) Kismet - Accuracy +6%[*] (48) Luck of the Gambler - Recharge Speed[/list]Level 10: Havoc Punch
                [*] (A) Mako's Bite - Accuracy/Damage[*] (27) Mako's Bite - Damage/Endurance[*] (29) Mako's Bite - Damage/Recharge[*] (29) Mako's Bite - Accuracy/Endurance/Recharge[*] (31) Mako's Bite - Accuracy/Damage/Endurance/Recharge[*] (31) Mako's Bite - Chance of Damage(Lethal)[/list]Level 12: Hurdle
                  [*] (A) Jumping IO[/list]Level 14: Super Jump
                    [*] (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range[*] (31) Blessing of the Zephyr - Knockback Reduction (4 points)[/list]Level 16: Health
                      [*] (A) Miracle - +Recovery[*] (33) Miracle - Heal[/list]Level 18: Blaze
                        [*] (A) Thunderstrike - Accuracy/Damage/Endurance[*] (33) Thunderstrike - Damage/Endurance/Recharge[*] (33) Thunderstrike - Accuracy/Damage[*] (34) Thunderstrike - Damage/Endurance[*] (34) Thunderstrike - Accuracy/Damage/Recharge[*] (34) Thunderstrike - Damage/Recharge[/list]Level 20: Stamina
                          [*] (A) Performance Shifter - Chance for +End[*] (36) Performance Shifter - EndMod[*] (36) Endurance Modification IO[/list]Level 22: Aid Other
                            [*] (A) Healing IO[/list]Level 24: Aid Self
                              [*] (A) Healing IO[/list]Level 26: Aim
                                [*] (A) Gaussian's Synchronized Fire-Control - Chance for Build Up[*] (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance[*] (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance[*] (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance[*] (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge[*] (39) Gaussian's Synchronized Fire-Control - To Hit Buff[/list]Level 28: Build Up
                                  [*] (A) Adjusted Targeting - To Hit Buff/Recharge[*] (36) Adjusted Targeting - Recharge[*] (39) Adjusted Targeting - To Hit Buff[*] (46) Adjusted Targeting - Endurance/Recharge[*] (50) Adjusted Targeting - To Hit Buff/Endurance[/list]Level 30: Boxing
                                    [*] (A) Accuracy IO[/list]Level 32: Inferno
                                      [*] (A) Obliteration - Chance for Smashing Damage[*] (40) Obliteration - Accuracy/Damage/Endurance/Recharge[*] (40) Obliteration - Accuracy/Damage/Recharge[*] (40) Obliteration - Damage/Recharge[*] (48) Obliteration - Accuracy/Recharge[*] (50) Obliteration - Damage[/list]Level 35: Power Sink
                                        [*] (A) Performance Shifter - EndMod/Recharge[/list]Level 38: Shocking Grasp
                                          [*] (A) Mako's Bite - Chance of Damage(Lethal)[*] (42) Mako's Bite - Accuracy/Damage/Endurance/Recharge[*] (42) Mako's Bite - Accuracy/Endurance/Recharge[*] (42) Mako's Bite - Damage/Recharge[*] (43) Mako's Bite - Damage/Endurance[*] (43) Mako's Bite - Accuracy/Damage[/list]Level 41: Shocking Bolt
                                            [*] (A) Lockdown - Chance for +2 Mag Hold[*] (43) Lockdown - Accuracy/Endurance/Recharge/Hold[*] (45) Lockdown - Endurance/Recharge/Hold[*] (45) Lockdown - Recharge/Hold[*] (45) Lockdown - Accuracy/Recharge[*] (46) Lockdown - Accuracy/Hold[/list]Level 44: Tough
                                              [*] (A) Steadfast Protection - Resistance/+Def 3%[/list]Level 47: Weave
                                                [*] (A) Luck of the Gambler - Recharge Speed[*] (48) Luck of the Gambler - Defense/Endurance[*] (50) Luck of the Gambler - Defense[/list]Level 49: Charged Armor
                                                  [*] (A) Resist Damage IO[/list]------------
                                                  Level 1: Brawl
                                                    [*] (A) Empty[/list]Level 1: Sprint
                                                      [*] (A) Run Speed IO[/list]Level 2: Rest
                                                        [*] (A) Empty[/list]Level 1: Defiance
                                                        ------------
                                                        [u]Set Bonus Totals:[u]
                                                          [*]19% DamageBuff(Smashing)[*]19% DamageBuff(Lethal)[*]19% DamageBuff(Fire)[*]19% DamageBuff(Cold)[*]19% DamageBuff(Energy)[*]19% DamageBuff(Negative)[*]19% DamageBuff(Toxic)[*]19% DamageBuff(Psionic)[*]8% Defense(Smashing)[*]8% Defense(Lethal)[*]5.5% Defense(Fire)[*]5.5% Defense(Cold)[*]28% Defense(Energy)[*]28% Defense(Negative)[*]3% Defense(Psionic)[*]13% Defense(Melee)[*]38% Defense(Ranged)[*]8% Defense(AoE)[*]2.5% Enhancement(Held)[*]55% Enhancement(Accuracy)[*]31.3% Enhancement(RechargeTime)[*]26% FlySpeed[*]90.4 HP (7.5%) HitPoints[*]26% JumpHeight[*]26% JumpSpeed[*]Knockback (Mag -8)[*]Knockup (Mag -8)[*]MezResist(Held) 11.6%[*]MezResist(Immobilize) 9.35%[*]MezResist(Stun) 2.2%[*]15.5% (0.26 End/sec) Recovery[*]10% (0.5 HP/sec) Regeneration[*]1.58% Resistance(Fire)[*]1.58% Resistance(Cold)[*]1.26% Resistance(Energy)[*]1.26% Resistance(Negative)[*]26% RunSpeed[/list]


 

Posted

i don't have Mid's atm, but i would take all slots from Elec Fence and put um in Weave and Charged Armor. You're really gonna want end reduction in the 80% range for those


perma jump is ---> /up 1

 

Posted

Well, Elec Fence does two things for me. 1) gives me a place to put another Thunderstrike (thereby hitting the Ranged Soft Cap), and 2) is going to be the main tool for keeping EBs/AVs at range.

I'm not super concerned about the End drain from the toggles; I figure I'll only really be running Weave most of the time, plus I have Power Sink coming up every ~40 seconds.


 

Posted

I hope you know how to joust powersink, inferno, and your 3 melee attacks.

The slotting on powersink as it stands won't give you much end off 1 foe.

If you plan to solo AVs I would slot aid self more. Hover also helps.


 

Posted

Yeah, the Aid Self slotting concerned me, too. There isn't that much Regen in the build, so I might have to pull something from somewhere.

[ QUOTE ]
I hope you know how to joust powersink, inferno, and your 3 melee attacks.


[/ QUOTE ]

I'm not entirely sure what that statement (question?) means.


 

Posted

Those 5 powers are more or less melee range attacks, and if you actually stand in melee to use them, you are going to get whacked, especially with the longer animating ones like powersink/inferno. Your ranged defense, in that scenario, isn't going to save you.

Jousting is using momentum from your movement to carry you away from the target while still getting the attack off. So you end up going through the attack animation 20-50ft away from the target. You can do this with combat jumping +hurdle, simply jump next to an opponent and immediately jump away, and while you are jumping away click the attack button. Practice with your melee attacks first, then on to your PbAOEs, Power sink is more difficult to joust due to it's smaller radius.

This is also a good way to kite, if you keep jumping close (but not close enough to get hit by melee attacks) to the enemy and then back away then the AI will keep switching between ranged/melee mode and that reduces their attack rate.

I didn't build for ranged defense on my fire/elec. Too many tools in that build just scream for melee, so I wound up going the +rech + dam route. Jousting/temps/insps/hibernate do plenty for my safety.


 

Posted

Gotcha. That sentence I quoted just didn't make any grammatical sense to me; I couldn't tell what you were trying to say. Thanks for clearing that up.

Jousting is something I'm starting to get pretty good at. The only other Blaster I took very far was an Elec/Energy, and he's challenged by the lack of an Immob, plus relatively weak ranged attacks. On this character, it's quite a bit easier.

As for the rest...well, I'm admittedly working on theory, here. With two holds later in the build (one melee), plus the ~35 Resist to Melee, I'm thinking/hoping that I'll be relatively safe in melee. My End drain/recovery numbers in Mids are pretty good, so as far as Power Sink goes, I see that as something I'll mostly be using after nuking, and that's something I'll mostly only being doing on teams.

I thought about building for more +Recharge, but I couldn't see anyplace where I was dying for it. With the +31% or so that I've got, my planned attack chain (Elec Fence->Blaze->Fire Blast->Elec Fence->Blaze) has only a small gap in it, which I can easily fill with Flares. Admittedly not the ideal chain; in a perfect world, I'd have enough where I could drop Flares.

Good feedback. I'll have to see if I can fit some of those ideas in.


 

Posted

[ QUOTE ]
What's the DPS on Electric Fence?
What's the DPS on Havoc Punch?


[/ QUOTE ]
As slotted, EF actually outperforms HP at 43.5 vs. 37.5, with the obvious additional benefit of keeping a Boss/EB/AV at range.

One other thing in looking at my slotting, since I had to in order to answer that; Shocking Grasp. As is, I've got it slotted with Mako's. I'm thinking about switching that to Lockdown. Thoughts?