New to blasting - Elec/Elec
I'd take the EndMod out of Ball Lightning, replace it with an EndRedx or Dmg, and try to get 2 Rechg in Tesla Cage, possibly by taking slots from Acrobatics.
Hey,
Am new to blasting too (and posting!).. my elec/elec is currently 25 and loving it.
I still have'nt got stamina and do ok without it: i thought it'd be a nightmare, but its ok..
I took tesla cage as soon as I could and found it really helpful in fights even unslotted and found the base recharge more than enough..
I also took BU and Aim as soon as they were up..they might be a bit dull in theory , but make a huuuge difference in fights..especially early on
I slotted SC with max endmods asap..
Melee attacks got 6 slotted for Damage, Recharge and Endred asap.. ranged attacks just for acc..
I found elec/elec to be v. effective solo; in teams the sapping component helps alot..
this is all imho, but I found my build to be pretty good. i m not sure how to post the full build.. if i work it out i ll post it.. not very concise...but hey ho
I don't think acrobatics needs more than one slot, at least I dont have any more in it.
For me there is quite alot wrong with the build. i think alot of slots arent optimumly placed.
But i am not gonna rework it at all.
Use the attack chain planner, discover how much end you use during the attacking stage and then go look at taking the end reduxes of the armour and putting them into attacks and seeing how much difference there is.
Your end reduxes will be better served in the attacks. But then I wouldnt bother to worry about the end reduxes in regards to post powersink. You an elec/elec blaster, blasters = ranged, support. Elecs support is in the end drain and you replace your end from it. Good sustainable end drain/time will equal good end replenishment.
You havent really looked at the end consumption of the build whilst fighting, its evident in you trying to save 0.03 eps in the combat jump and saving 0.03 eps on it when your attack chain eps is so high is wasteful, slotting it for def for 2.14% def is minor, jump height is something you might consider for personal maneuvreability.
Health - if your able to keep defiance high and stay safe then this will act against your damage output. Choosing Hurdle and Swift for movement and the stamina and fitting in med pool to choose when ya want your health replenished would be better.
For me the charged Armour would come at the end, itll be there for the only PVP zone itll show up for anyway and i could then apply more slots elsewhere. In an elec/elecs case acrobatics could be 1 end slot, charged armour no end slots, combat jump at 1 slot gaining you 5 slots. You can replenish your end so these 5 slots could be extra damage or accuracy.
Thunderous blast is ok for pve, but to get the most out of it just go for 3 rechg 3 dam use the build up and aim to buff dam and acc. Add a tohit to BU and Aim for PVP purposes.
If i had to leave anything out of the build itll be zapp, its interruptable and situational, the charged bolts could have a range slot and be the better single target pulling power by being low end cost.
I didnt produce a build because i have plans on one and id like it to be original and on its own but they are some of my views.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
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Elecs support is in the end drain and you replace your end from it. Good sustainable end drain/time will equal good end replenishment.
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Not really. End drain (-SC, PS) and recovery (-PS) has been unnoticeable for me.
*sigh* I can talk some rubbish. Ignore my previous post.
1)Tesla cage has a pretty good -end rec. Its actually one of your best sources of end drain
You would prolly like at least 2 recharges in it.
2) Ive heard static charge is pretty lame. Ive never tried it tho.
3) You prolly want to skip on attack to free up more slots. Statics charge or Zapp seem like good choices to skip.
4)Voltaic sentinal isnt that good in PvE according to most player, but its a fun power.
5)An extra recharge in SC wouldnt hurt.
Anyway your build isnt bad. I would just focus more on end drain, and less on utility (like a snipe attack).
A Paragon Defender
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I don't think acrobatics needs more than one slot, at least I dont have any more in it.
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acro costs nearly the same as 3 defence set toggles combined to run, its a seriously expensive toggle and is like having one and a half superjumps on during combat. I couldnt recommend 3 slots in this power enough even on a drainer.
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I don't think acrobatics needs more than one slot, at least I dont have any more in it.
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acro costs nearly the same as 3 defence set toggles combined to run, its a seriously expensive toggle and is like having one and a half superjumps on during combat. I couldnt recommend 3 slots in this power enough even on a drainer.
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Well that does not synch with my experiences from my blaster. Hmm. Imo it costs noticeably less than superjump..
edit: well that mustve been my imagination, according to nofuture it costs 0.26 to SJs 0.23 ^^
What I might do is copy him over to the test box when I reach that level and try out what works. If I do it as I level up (with 2 slots available) I should be able to test it with 1, 2, and 3 end reductions.
Well I have 1 end redux on it on my PVP blaster and doing good. (I do have conserve power and use it frequently though)
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3) You prolly want to skip on attack to free up more slots. Statics charge or Zapp seem like good choices to skip.
Anyway your build isnt bad. I would just focus more on end drain, and less on utility (like a snipe attack).
[/ QUOTE ]Get rid of snipe? Nooooooo!
I find builds hard to read but it looks to me like you have only two end mods in short circuit and an empty slot. Put three in.
If that and power sink are three slotted, your end-drain needs are met superbly.
Short circuit recharges fast, or at least it's there by the time I need it again, so I don't think you need a recharge.
Witch Hazel- level 41 electricity/electricity/electricity blaster
Doctor T. Tree- level 50 dark/dark/dark defender
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Get rid of snipe? Nooooooo!
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Snipes suck, especially with ED in the picture.
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I don't think acrobatics needs more than one slot, at least I dont have any more in it.
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acro costs nearly the same as 3 defence set toggles combined to run, its a seriously expensive toggle and is like having one and a half superjumps on during combat. I couldnt recommend 3 slots in this power enough even on a drainer.
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Well that does not synch with my experiences from my blaster. Hmm. Imo it costs noticeably less than superjump..
edit: well that mustve been my imagination, according to nofuture it costs 0.26 to SJs 0.23 ^^
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You also have to look at the Activate Period (time between ticks) to find the overall endurance cost. Acrobatics is 0.26 End every 1 second, while SJ is 0.23 End every 0.5 seconds (0.46 per second).
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Get rid of snipe? Nooooooo!
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Snipes suck, especially with ED in the picture.
[/ QUOTE ]They do?
Aren't they kind of what being a blaster is about?
A blaster = ranged, high damage dealer.
Snipe = highly ranged, very high damage attack.
Witch Hazel- level 41 electricity/electricity/electricity blaster
Doctor T. Tree- level 50 dark/dark/dark defender
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Get rid of snipe? Nooooooo!
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Snipes suck, especially with ED in the picture.
[/ QUOTE ]They do?
Aren't they kind of what being a blaster is about?
A blaster = ranged, high damage dealer.
Snipe = highly ranged, very high damage attack.
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With a crappy activation time, interruptability and slow recharge.
Over time a snipe attack will deal less damage than most other attack powers, it won't fit all that well into an attack chain and it will rarely turn the tide in a battle (as a nuke would). All in all, you're better off picking a secondary attack unless you're going for concept.
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Get rid of snipe? Nooooooo!
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Snipes suck, especially with ED in the picture.
[/ QUOTE ]They do?
Aren't they kind of what being a blaster is about?
A blaster = ranged, high damage dealer.
Snipe = highly ranged, very high damage attack.
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With a crappy activation time, interruptability and slow recharge.
Over time a snipe attack will deal less damage than most other attack powers, it won't fit all that well into an attack chain and it will rarely turn the tide in a battle (as a nuke would). All in all, you're better off picking a secondary attack unless you're going for concept.
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I can't dispute the activation time, but one interrupt time and one recharge enhancement have dealt with the others.
I suppose it depends how much value you put on being able to hit things from very far away. For me, my snipe begins my attack, by getting rid of the most troublesome criminal in the group. Like Earth Thorn Casters.
Witch Hazel- level 41 electricity/electricity/electricity blaster
Doctor T. Tree- level 50 dark/dark/dark defender
Snipe is not about DPS, because it will always suck in that. Rather its about shooting from relatively safe distance. My own blaster doesnt have snipe, but hes been built for pvp a long time ago.
Snipes don't suck as such. Rather its all about
safety <-> damage and effectiveness.
Some ATs are tilted to one side more than the other. Blasters are normally heavily for damage to the exclusion of safety, controllers for safety more than damage. etc.
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Acrobatics is 0.26 End every 1 second, while SJ is 0.23 End every 0.5 seconds (0.46 per second).
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Thanks for pointing that out, I remember having an argument with stalk-obot about those end costs
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Snipe is not about DPS, because it will always suck in that. Rather its about shooting from relatively safe distance. My own blaster doesnt have snipe, but hes been built for pvp a long time ago.
Snipes don't suck as such. Rather its all about
safety <-> damage and effectiveness.
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Snipes are safe until they deal their damage, after that the surviving mobs will advance until they are within their range and start retaliating. A snipe is at most a single free attack, Trip Mine and Time Bomb are at least AoE.
Snipe is intended to start a fight from a safe distance. (pull and leave someone else take the first hits )
Moreover, you can fly and snipe some enemies in PvE exterior. That last use is very situational, but still...
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(pull and leave someone else take the first hits )
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If you have someone who can take aggro it is almost always much more useful to have them start with that instead.
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Moreover, you can fly and snipe some enemies in PvE exterior. That last use is very situational, but still...
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And you'll need to be able to defeat the target with your first snipe. Otherwise you have to either chase or be within range of your non-snipes (ie. within range of return fire).
Don't forget that most mobs beyond the newbie areas have longer base range than Blasters using similar attacks.
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(pull and leave someone else take the first hits )
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If you have someone who can take aggro it is almost always much more useful to have them start with that instead.
[/ QUOTE ]Have to agree on that one in general... but sometimes, it's more useful to hit first. Depends who you're playing with.
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Moreover, you can fly and snipe some enemies in PvE exterior. That last use is very situational, but still...
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And you'll need to be able to defeat the target with your first snipe. Otherwise you have to either chase or be within range of your non-snipes (ie. within range of return fire).
Don't forget that most mobs beyond the newbie areas have longer base range than Blasters using similar attacks.
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That's all the more reason to use a snipe.
Aim + Build up + enhancements (+other buffs) can turn your snipe into a deadly minion and/or lieutenant killer. Can't expect to down a boss with only that, though it can hurt one quite bad.
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Moreover, you can fly and snipe some enemies in PvE exterior. That last use is very situational, but still...
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And you'll need to be able to defeat the target with your first snipe. Otherwise you have to either chase or be within range of your non-snipes (ie. within range of return fire).
Don't forget that most mobs beyond the newbie areas have longer base range than Blasters using similar attacks.
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That's all the more reason to use a snipe.
Aim + Build up + enhancements (+other buffs) can turn your snipe into a deadly minion and/or lieutenant killer. Can't expect to down a boss with only that, though it can hurt one quite bad.
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I'd partially agree if snipes a) had a faster base recharge and b) didn't have so long activation.
Once you've fired off your snipe you still need to take care of the remaining opponents. You've just spent a lot of powers and time to take out a single minion (or lt if you've been buffed enough).
Hi,
Im new to blasting, and having got a scrapper, tanker, and a controller I am looking to make a blaster. The elec/elec blaster caught my eye so I made a quick build to see how it goes.
Can someone take a quick look at the build for me please. I'm aiming for a damage build mostly but hey.. I'll be happy with just one that works well solo and teaming.
Thanks in advance.
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01) --> Lightning Bolt==> Dmg(1) Acc(3) Dmg(7) Dmg(15) Rechg(40)
01) --> Electric Fence==> Acc(1)
02) --> Charged Brawl==> Dmg(2) Acc(3) Dmg(5) Dmg(7) Rechg(37)
04) --> Ball Lightning==> EndMod(4) Acc(5) Dmg(15) Dmg(17) Rechg(40)
06) --> Swift==> Run(6)
08) --> Short Circuit==> Empty(8) EndMod(9) EndMod(9) Acc(13) Rechg(40)
10) --> Havoc Punch==> Dmg(10) Acc(11) Dmg(11) Dmg(13) Rechg(37)
12) --> Combat Jumping==> DefBuf(12) EndRdx(27)
14) --> Super Jump==> Jump(14)
16) --> Health==> Heal(16) Heal(17) Heal(31)
18) --> Build Up==> Rechg(18) Rechg(19) Rechg(19)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21)
22) --> Aim==> Rechg(22) Rechg(23) Rechg(23)
24) --> Tesla Cage==> Acc(24) Hold(25) Hold(25) Hold(43)
26) --> Acrobatics==> EndRdx(26) EndRdx(27) EndRdx(46)
28) --> Thunder Strike==> Dmg(28) Acc(29) Dmg(29) Dmg(31) Rechg(34)
30) --> Hasten==> Rechg(30) Rechg(31) Rechg(34)
32) --> Thunderous Blast==> Dmg(32) Acc(33) Dmg(33) Dmg(33) Rechg(34)
35) --> Power Sink==> EndMod(35) EndMod(36) EndMod(36) Rechg(36) Rechg(37)
38) --> Zapp==> Dmg(38) Acc(39) Dmg(39) Dmg(39)
41) --> Static Discharge==> Dmg(41) Acc(42) Dmg(42) Dmg(42) Rechg(43) Rechg(43)
44) --> Charged Armor==> DmgRes(44) EndRdx(45) DmgRes(45) EndRdx(45) DmgRes(46) EndRdx(46)
47) --> Shocking Grasp==> Acc(47) Hold(48) Hold(48) Hold(48)
49) --> Voltaic Sentinel==> Dmg(49) Acc(50) Dmg(50) Dmg(50)
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01) --> Sprint==> Empty(1)
01) --> Brawl==> Empty(1)
01) --> Defiance==> Empty(1)
02) --> Rest==> Empty(2)
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