Arch/Energ Blaster looking for advice


Doctor_Kumquat

 

Posted

Im at lvl 15 atm. I have Snap, Aimed, Fistful, Blazing, and Aim as primary archer atm, with Power Thrust and Build up as my Energy Secondary

I have been using my archery on anything that moves, then if something gets too close for comfort I "Power Thrust" them away oh and I have like 3k AE tickets lieing around. just waiting to be spent heh heh

I have a free respec available and if someone could explain what a second build is i'd appreciate it....
as in is it another build I can easily switch to? or is just a differant name for a respec?

Any advice would be greatly awesome heh heh this is my highest char so far, so Im still quite a bit in the dark. Sprinting in a maze at night.... anyone got some Light to spare?

thanks so very much for your time


 

Posted

Go to one of the trainers and an option will be there to switch to a second build. Then you can choose your powers again (within the Power Sets you chose from the get go) and assign the slots. You will need to buy, collect, whatever the IOs to slot your second build, just like the first.

You can then switch back and forth by visiting the trainer. I believe the time is 15 minutes min in the build before you can switch again.


 

Posted

Dual builds are similar to respecs in that you can reselect all your power/slot choices, but instead of overwriting your initial setup, you can talk to a trainer and alternate between your two builds every 10 or 15 minutes. The dual build function is especially useful for characters like Empaths, so you could have a separate build when you want/have to solo and can drop all the temporarily useless ally-only buffs, or for setting up a more specialized PvP build without compromising your effectiveness in regular play.

As for the more specific archery advice - you seem to be doing fine so far. Basically everything in archery is useful, though some people aren't fond of snipes. The melee attacks in /Energy are incredibly powerful, and while you are perfectly capable of staying at range and filling your opponents full of holes, picking up Bone Smasher (and/or Energy Punch) could be nice. As an archer, you probably won't have as much use for Conserve Power or Power Boost; the only things PB would affect are the stun durations of the other /EM punches, Stunning Shot, and possibly the strength of your heals if you eventually take the medicine pool. Boost Range is pretty awesome though.

Also, don't be shy to chug your inspirations. While not essential to blasting, they make everything easier, and if you have a handful of lucks, you can make even the really nasty boss battles almost trivial.

What server are you on? I regularly play late nights on Freedom, Virtue, Justice, and Infinity, and if you have more specific questions, feel free to ask @Doctor Kumquat whatever you like.


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.

 

Posted

Quote:
Originally Posted by San Kiomi View Post
Any advice would be greatly awesome heh heh this is my highest char so far, so Im still quite a bit in the dark. Sprinting in a maze at night.... anyone got some Light to spare?
You might find a few lumins in the guide linked in my sig.


 

Posted

A few blaster / character basics:

1. Grab stamina as soon as you can (level 20). While some builds can forgo it, there's no doubt it makes most builds stronger. To do that you'll need to grab two prerequisite powers from the fitness pool. If you can't grab it at 20, grab it as soon a possible. You'll be glad that you did.

2. One of the things you'll notice is that you run of endurance. Grabbing stamina helps in this area, but the thing that many players fail to do is to slot their attack powers with endurance reduction enhancements. With SO slotting, try to slot at least 1 end reduction in each attack power unless they're really cheap (4 endurance per cast). You'll notice that you'll last longer in fights and be more effective.

3. Energy manipulation has some great tools in it. One of the ones you shouldn't neglect is boost range. Boost range is excellent for cone type powers like fistful of arrow (making the cone larger and hence fit in more targets) and generally allows you to attack at greater range (allowing you to get in more attacks before mobs close in).

4. Mezzes like stuns stack. This means that enemies that are boss class can be stunned by two consecutive stuns. Stunning shot, bone smasher, total focus (and stun, though I don't recommend you taking that power) can all be stacked to stun bosses. Being able to mez a boss allows you to play at higher levels of difficulty, so you should take powers that allow you to have this capability.

5. It's at level 35 or so where the mobs start to get harder, and when playing a blaster can get more challenging. IOs level the playing field a lot, especially those that provide ranged defense. When kitting out your blaster, think about enhancing this particular global set bonus. The other IO you should grab is one or more -kb IOs (Blessing of the Zephyr, Steadfast, Karma). Being knocked back and then killed is one of the most frustrating ways to get defeated and an investment into one of these IOs largely eliminates that issue.