Elec/Fire build help wanted!
Would be very grateful if someone could take some time to look at this and tell me if it's horrible or if it would be any good. Thanks.
What are you aiming for?
main issues i see is dont understand why you have both superspeed and flight and miracle should be slotted in health as it wont benefit you in hibernate.
Also 3%damage is capped and some things are underslotted.
You seem to be slotting complete sets but building for no bonuses in particular.
If your goal is to raise the efficency of slotting you'd have better results from "frankenslotting" IOs from different sets. That'd conserve slots whilst giving you larger enhancement percentage numbers. Conversely, if you're going for set bonuses then most Blaster IO builds tend to be focussed on high recharge (expensive) max health (cheapish) or defence (cheapish).
Personally on Blasters I'm more inclined now to aim towards defence. They tend not to need too much recharge (notable exception for Archery and AR's tier 9 attacks) and already have fairly high health which can be raised towards the cap with HP accolades. The new universal travel IOs have made getting extra Ranged defence fairly cheap and trivial (the only expensive one is the KB protection IO which can be replaced with a Karma or Steadfast if you have a spare enhancement slot elsewhere).
This is especially useful for /Fire blasters, as they tend to not be in melee very often (this might seem odd considering that /Fire has many PBAoE and melee attacks, but remember that Hotfeet's 'terror' effect makes foes run away and thus they tend to use their ranged attacks on you rather than go toe-to-toe in melee).
Consider the two below builds. (There are a few expensive purple IOs and procs in them but these are mainly for extra bonuses and do not contribute much towards the +Defence aspect)
[u]High Defense Build (with Flight or TP Pool at 47/49)[u]
[u]Same idea with ROTP, Hotfeet is slotted for more damage and slow[u]
When I was playing around with the above builds I was aiming at maximum AoE damage potential, which is why there's no Short Circuit and minimal control powers. But you get the idea - build towards a goal and pick set bonuses that help you reach it. For me my main goal tends to be "maximum enhanced damage on each attack, plus decent accuracy/recharge/endred". The secondary goal in this case was ranged defence, so I built towards gaining as much of it as my power choices would allow.
First of all, THANKS, Maelwys!
Now, I switched some enhancements about. I added two Gaussian to Aim, and switched the EndMod in Stamina for a Performance Shifter: Chance for +End. Would that be viable, or is it better the way you had done it? I also swapped Unbounded Leap: Stealth for the Celerity one, since I already have that, but that's not a very big deal, I reckon. Also, what do I do with my Winter's Gift set? Isn't the Slow Resist one pretty good? And how about Steadfast Protection: Knockback Protection? And lastly (for now), if I were to use Positron instead of Ragnarok in Thunderous Blast for now, while trying to earn money for Ragnarok, would I need to move slots around?
[u]Here's the build with the few changes I made[u]
Looks decent...
In answer to your question, I think Ragnaroks fall under the "expensive toys" bracket!
As a cheaper option I'd go for 3x Dam/Rechs and an Acc/Dam from the Targetted AoE sets, plus a Acc/Rech from an EndMod set. That'll cap both Damage and Recharge and give you a decent amount of accuracy. You can mix and match between the damage sets for whatever is the cheapest Acc/Dam.
If you don't want to shell out for membranes I'd just use common Recharge IOs in Aim and Build Up. The idea is to cap both Recharge and Tohit, but there's not a lot you'll be missing in PvE anyway. Alternatively with four slots you can go for Adjusted Targetting (Tohit and Tohit/Rech) plus one Membrane, plus a Common Rech IO.
Stamina is really down to personal preference. Two Endmod IOs plus a Chance for +End is slightly higher end recovery over time than 3 endmods, but I prefer my recovery to be consistent; can always Consume if I'm low.
Winters Gift +20% is nice if you can find room for it somewhere... but it's more a preventative than a buff, and if your ranged defence is high then you shouldn't be getting hit with that many slow effects anyway.
The Steadfast:Knockback one is important, but the Universal Travel IO one in Combat Jumping does the same thing and will free up a slot (although it's considerably more expensive than Karmas/Steadfasts)
I have a few more questions:
Why have you 6-slotted Lightning Bolt and Charged Bolts with Thunderstrike? ED reduces the damage bonus by 40%. Is the defense from the set bonus that good? Are there no other enhancements I should consider? Maybe Decimation: Chance of BU instead of Thunderstrike: Damage/Endurance in Charged Bolts?
The HOs were too expensive - both the Membranes and the Ribosome. Should I use regular IOs or Gaussians in Aim/BU? And is a Resistance SO okay to replace the Res/End HO in Fire Shield?
Is 16% AoE def enough to not slot the Winter's Gift Slow resist enhancement?
Also, something I just noticed: There's no Hasten. Don't I need it at all?
And a more general question: Do global enhancements only work when the power they're slotted in is active? Like the Knockback Reduction in Combat Jumping - will I only have that protection as long as CJ is active?
[u]Here[u]'s the build after some more editing - how does it look now? I swapped out the Armageddons and HOs due to money issues :P About how much do you think it would cost like this? 300 million?
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I have a few more questions:
Why have you 6-slotted Lightning Bolt and Charged Bolts with Thunderstrike? ED reduces the damage bonus by 40%. Is the defense from the set bonus that good? Are there no other enhancements I should consider? Maybe Decimation: Chance of BU instead of Thunderstrike: Damage/Endurance in Charged Bolts?
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I explained this one in my first post: I wanted primarily to cap damage enhancement numbers and get decent accuracy/recharge, and after that go for Ranged Defense. 6-slotting with Thunderstrikes gives 7.5% ranged defence which is more than, say, slotted Weave does.
There are plenty of other enhancements you can consider. However, FIRST you should consider what you intend to build towards. If you're just after raw enhancement % values and "toys" like procs then frankenslotting and disregarding set bonuses would probably work better for you.
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The HOs were too expensive - both the Membranes and the Ribosome. Should I use regular IOs or Gaussians in Aim/BU? And is a Resistance SO okay to replace the Res/End HO in Fire Shield?
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I've covered the Gaussians, their runspeed bonus is pants. Go for Adjusted Targetting instead for the +damage bonus or use common recharge IOs. You want to cap recharge at a minimum, tohit is secondary.
Say something like: A.T. Rech/ToHit, A.T. Rech IO, Common Rech IO.
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Is 16% AoE def enough to not slot the Winter's Gift Slow resist enhancement?
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That's entirely subjective, but since the majority of the time things that slow you are typed as RANGED (or occasionally Melee - but you have Hot Feet to disuade this) rather than AoE, IMO I'd not bother with it.
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Also, something I just noticed: There's no Hasten. Don't I need it at all?
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No. You may want it depending on your playstyle (subjective), but you certainly don't need it. You've more than enough attacks and should never have a gap in your chains.
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And a more general question: Do global enhancements only work when the power they're slotted in is active? Like the Knockback Reduction in Combat Jumping - will I only have that protection as long as CJ is active?
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In general Global IOs that function as Procs (X effect for X seconds - like Numina and Miracle Uniques) work this way - they activate when the power they're in is activated and don't care about enhancement levels.
Conversely, Global IOs that function as Set Bonuses work always, regardless of whether or not the power they're in is activated. They only stop working if you exemplar more than 3 levels below the level of that IO. This includes LOTG Uniques and Knockback Protection IOs- so they'll always be active unless you do much exemplaring.
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Here's the build after some more editing - how does it look now? I swapped out the Armageddons and HOs due to money issues :P About how much do you think it would cost like this? 300 million?
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Either the 1st or 4th slot in Thunderous blast should be Dam/Rech not Acc/Dam, and Aim and Build Up are still underslotted for recharge. Hotfeet needs more Endred (you should be aiming at 100% damage and endred, decent levels of accuracy, plus some slow.. say Dam/Slow, Dam/Slow Acc/End, Acc/End, Acc/Dam/End, Dam/End). Aside from that, looks alright.
Note that I was just providing the build as an example for building a character towards a certain goal, not saying "use this for your toon"!
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Conversely, Global IOs that function as Set Bonuses work always, regardless of whether or not the power they're in is activated. They only stop working if you exemplar more than 3 levels below the level of that IO. This includes LOTG Uniques and Knockback Protection IOs- so they'll always be active unless you do much exemplaring.
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So I should probably get those as low level as possible then, as long as it doesn't affect the bonus the enhancement gives?
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Hotfeet needs more Endred (you should be aiming at 100% damage and endred, decent levels of accuracy, plus some slow.. say Dam/Slow, Dam/Slow Acc/End, Acc/End, Acc/Dam/End, Dam/End).
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Hey, I didn't do anything about the enhancements in Hot Feet, so that's your own underslotting :P
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Note that I was just providing the build as an example for building a character towards a certain goal, not saying "use this for your toon"!
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I know, but I most probably couldn't do anything better myself, so yours is a nice basis, as it looks much better than what I was thinking :P
[u]Here[u] is yet another draft, with TB, Aim, BU and HF edited (probably the last one :P). Did all the edits you suggested in the last one there. Does it look good now? And what price range do you reckon it will go?
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Conversely, Global IOs that function as Set Bonuses work always, regardless of whether or not the power they're in is activated. They only stop working if you exemplar more than 3 levels below the level of that IO. This includes LOTG Uniques and Knockback Protection IOs- so they'll always be active unless you do much exemplaring.
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So I should probably get those as low level as possible then, as long as it doesn't affect the bonus the enhancement gives?
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Bingo!
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Hotfeet needs more Endred (you should be aiming at 100% damage and endred, decent levels of accuracy, plus some slow.. say Dam/Slow, Dam/Slow Acc/End, Acc/End, Acc/Dam/End, Dam/End).
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Hey, I didn't do anything about the enhancements in Hot Feet, so that's your own underslotting :P
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Looking at the two builds posted above... I think you may have taken out a Armageddon Dam/End from the second slot and replaced it with a Scirocco Acc/Rech!
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Here is yet another draft, with TB, Aim, BU and HF edited (probably the last one :P). Did all the edits you suggested in the last one there. Does it look good now? And what price range do you reckon it will go?
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Probably better with an Adjusted Targetting: Recharge instead of Tohit in both Aim and Build Up (that one WAS my fault, I mistyped in one of the above replies!) but aside from that it looks grand...
Cost? Aside from the few Procs (Numina/Miracle uniques, the LOTG unique and the Knockback Protection IO in Combat Jumping) and the one remaining Hami-O (which can be swapped out for a Set IO Heal/End if need be), I guess you'd be looking at around the 100-200 million mark. The Postron's Blast IO set (Acc/Dam/End in particular) is likely the next most expensive bit after procs, but it's mainly just an expensive means of getting some more +recharge, as it isn't adding defence.
Whoops, seems I did change that - my bad! Wonder why I chose Acc/Rech instead of the Dam/End o.O
Swapped the ToHits for Recharges in Aim and BU.
My last question:
What should I slot with while gathering money for the expensive ones (Numina etc)?
Aaaaand, a MAJOR thanks to you Maelwys, for all of your help!
No worries.
And as far as slotting goes, whatever you want! Although I'd probably slot a Karma: KB Protection into Combat Jumping until you save up the cash/merits for a low level 'Blessings of the Zephyr' one + a LOTG.
I think it's about time I slotted my Blaster with sets, but before doing that, it's time for a much needed respec. I was hoping I could get some advice towards my new build. Does it look okay, and how does the slotting look? Thanks in advance!
Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Xetrov Shockflame: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Lightning Bolt -- Decim-Build%(A), Dev'n-Hold%(5), Dev'n-Acc/Dmg(21), Dev'n-Dmg/EndRdx(40), Dev'n-Dmg/Rchg(43), Dev'n-Acc/Dmg/Rchg(46)
Level 1: Ring of Fire -- Acc-I(A), Dmg-I(5), Immob-I(23)
Level 2: Ball Lightning -- Posi-Dam%(A), Posi-Acc/Dmg(3), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(37), Posi-Acc/Dmg/EndRdx(40), RechRdx-I(46)
Level 4: Fire Sword -- Mako-Dam%(A), Mako-Acc/Dmg(7), Mako-Dmg/EndRdx(17), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(43)
Level 6: Combustion -- Oblit-%Dam(A), Oblit-Dmg(7), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(48)
Level 8: Hasten -- RechRdx(A), RechRdx(9), RechRdx(9)
Level 10: Fire Sword Circle -- Oblit-%Dam(A), Oblit-Dmg(11), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(46)
Level 12: Zapp -- Mantic-Dam%(A), Mantic-Acc/Dmg(13), Mantic-Dmg/EndRdx(13), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/ActRdx/Rchg(36), Mantic-Dmg/EndRdx/Rchg(36)
Level 14: Super Speed -- Run(A), Run(15), Run(15)
Level 16: Short Circuit -- Oblit-%Dam(A), Oblit-Dmg(17), Oblit-Acc/Dmg/Rchg(25)
Level 18: Tesla Cage -- Lock-%Hold(A), Lock-Acc/Hold(19), Lock-Acc/Rchg(19), Lock-Acc/EndRdx/Rchg/Hold(48)
Level 20: Swift -- Run-I(A)
Level 22: Health -- Heal-I(A), Heal-I(23)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25)
Level 26: Build Up -- RechRdx-I(A), GSFC-ToHit(27), GSFC-ToHit/Rchg(27)
Level 28: Consume -- RechRdx-I(A), EndMod-I(29), EndMod-I(29)
Level 30: Aim -- GSFC-Build%(A), GSFC-ToHit(31), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(34)
Level 32: Thunderous Blast -- Posi-Dam%(A), Posi-Acc/Dmg(33), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(34), RechRdx-I(34)
Level 35: Hover -- Flight-I(A)
Level 38: Fly -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(39), Winter-ResSlow(39), Srng-Fly(39), Srng-EndRdx/Fly(40)
Level 41: Snow Storm -- P'ngTtl--Rchg%(A), P'ngTtl-Acc/Slow(42), P'ngTtl-Acc/EndRdx(42), P'ngTtl-EndRdx/Rchg/Slow(42)
Level 44: Frozen Armor -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/Rchg(45), LkGmblr-Def/EndRdx/Rchg(45)
Level 47: Hibernate -- Mrcl-Rcvry+(A), Mrcl-Heal/Rchg(48)
Level 49: Burn -- Oblit-%Dam(A), Oblit-Dmg(50), Oblit-Dmg/Rchg(50), Oblit-Acc/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance