Defense for a blaster
capped S/L works well for my blasters and corrupters
i actually like it better than ranged def since i like to play in melee range
with the above build, what is your S/L def?
with a quick glance, it doesn't look capped, but i could be wrong
easy ways to improve would be to add Kinetic Combat set in brawl and to add the steadfast unique
capping S/L is not my cup of tea but i have 2 changes you can make that will put you over the top.
Replace Fire Breath with Boxing. If you're intent on staying in the thick of things then repositioning for FB could become tiresome.
Put another 4piece Kinetic Combat in Boxing to get you at the cusp of softcap.
Leaves you with 2 unspent slots. Place one in Stamina & the other in Tough.
Slot the proc in Stamina & slot Steadfast unique in Tough.
Booyah!
capping S/L is not my cup of tea but i have 2 changes you can make that will put you over the top.
Replace Fire Breath with Boxing. If you're intent on staying in the thick of things then repositioning for FB could become tiresome. Put another 4piece Kinetic Combat in Boxing to get you at the cusp of softcap. Leaves you with 2 unspent slots. Place one in Stamina & the other in Tough. Slot the proc in Stamina & slot Steadfast unique in Tough. Booyah! |
Steadfast Res/Def in Frozen Armor = 3%, replace the Def/End/Rech (minus some defense).
Take a slot from Fireball, Hoarfrost, Hasten and 4 slot Ring of Fire with Enfeebled Operation = 2.5%
Smashing/Lethal Defense = 45.2%, and you get to keep Fire Breath.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
i noticed you had one free slot, so i took one from somewhere else and put both of them on frozen armour and added the 2 +3% def procs so your now soft capped in S/L
those procs are very useful in soft capping defences and do free up some space for extra regen/recovery/rech/accuracy etc...
Hello. I have been eyeing this build and I hope you guys do not mind but I have questions.
First of all. I am very recent to the world of serious Blasterdom...I am a scrapper type person.
I opened Mids, and instantly found myself with lots of, what you guys probably will classify as dumb questions.
Dumb question number one. When Mezzed, Blasters have the use of their first two primary powers, and the first of their secondary. My dumb question is, in this build, where is Flares? Do Blasters not get mezzed in the higher levels?
Dumb Question number two. I was under the impression, ie I read this somewhere and now can't remember where, that the Fighting pool was Meh for Blasters and not worth the endurance cost....which confused me, as getting the fighting pool is something I take as soon as possible on all my squishy scrappers. Fighting pool is ok for Blasters? I am leveling a Rad/Ice who is AlWAYS in melee, and has been from level 2...and with her powers being what they are, I cannot see her stopping this practice.
Dumb Question number three, I noticed in one build the Steadfast level 30, was put in a level 44 power when it could have put it into Tough at level 28 ...which brings me to my last dumb question...
Dumb Question number four-Lots of level 50 IOs sets. Are you going to be exempting? If not, that answers my question about Dumb Question number three. If you are, you can only exempt to level 47 and retain full bonuses. The way issue 16 is set up to be exempting friendly, exempting is something to consider when planning what level IOs to use...or is this to be your main build, and you have a second one for exempting?
Sorry if I am full of questions...but I truly want to learn and understand.
Thanks so much.
Lisa.
So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try
***Dennis DeYoung
Personally, I think unless your going to spend your entire CoH life farming Battle Maiden (whoopie aint that fun) then slotting only S/L is going to be a bit lackluster in defense, you can quite easily make a build of 35-37% Ranged defense, which popping 1 small purple inspiration would put you at the softcap for ranged defense...goodtimes (:
Global: @NR
POHSYB: We've been in this meeting for six hours. Can I go back to my box?
BLUE STEEL: No.
Pohsyb sighs.
Dumb question number one. When Mezzed, Blasters have the use of their first two primary powers, and the first of their secondary. My dumb question is, in this build, where is Flares? Do Blasters not get mezzed in the higher levels?
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Dumb Question number two. I was under the impression, ie I read this somewhere and now can't remember where, that the Fighting pool was Meh for Blasters and not worth the endurance cost....which confused me, as getting the fighting pool is something I take as soon as possible on all my squishy scrappers. Fighting pool is ok for Blasters? I am leveling a Rad/Ice who is AlWAYS in melee, and has been from level 2...and with her powers being what they are, I cannot see her stopping this practice. |
Whereas in the past, a blaster running fighting pool would've been laughed at, IO slotting allows for unconventional power choices to work. Generally, fighting pool would be awful if it didn't allow you to cap defense in some way.
Another thing that makes fighting pool more attractive is that mezzes don't drop defensive toggles.
Dumb Question number three, I noticed in one build the Steadfast level 30, was put in a level 44 power when it could have put it into Tough at level 28 ...which brings me to my last dumb question... Dumb Question number four-Lots of level 50 IOs sets. Are you going to be exempting? If not, that answers my question about Dumb Question number three. If you are, you can only exempt to level 47 and retain full bonuses. The way issue 16 is set up to be exempting friendly, exempting is something to consider when planning what level IOs to use...or is this to be your main build, and you have a second one for exempting? |
As for exemping, that's entirely a player's choice. Generally, I don't worry about global bonuses exemping largely because I assume that my character's more slots/powers and larger inspiration tray already gives it an advantage versus natural characters of that level.
Or you could do what I did on my Dominator and soft cap S/L AND get the 30% ranged def in addition to that. My blaster's not that high yet, but I'd imagine you can do the same thing if you pick up the ice shield, since it seems pretty much the same as the black scorpion shield.
Active (Freedom): Setna (Ice/Psi Dom), Arram (WP/KM Tank), Tesmiel (Elec/SS Tank), Astredax (Robot/Dark Mastermind), Operative Vidali (melee fortunata)
Retired (Virtue): Gaav (Inv/EM Tank), Baqra (Fire/SS Tank)
With the new difficulty settings, I've been playing my high level AoE blasters solo with large groups of enemies. Inspirations drop like candy, at least a couple every group. I've found that I can keep one purple going pretty much non-stop (or get enough other types to combine into purples). So basically, as long as I keep moving I can keep myself softcapped with only 32.5% "real" defense, making up the remainder with a purple inspiration.
Not sure if it will work for everyone, but I find it works for me.
The Bacon Compels You.
With the new difficulty settings, I've been playing my high level AoE blasters solo with large groups of enemies. Inspirations drop like candy, at least a couple every group. I've found that I can keep one purple going pretty much non-stop (or get enough other types to combine into purples). So basically, as long as I keep moving I can keep myself softcapped with only 32.5% "real" defense, making up the remainder with a purple inspiration.
Not sure if it will work for everyone, but I find it works for me. |
I discovered the usefulness of this method when leveling my Dark/SR . This use of of purples is the reason I finally went with Weave on my /Regen and /Fire....no way could I achieve a survivable level of defense using set bonuses without sacrificing too much accuracy and recharge, but I could get enough defense bonuses to meet the purple inspirations half way..or at least to Kissing Cousins level, which, as wonderful people here have pointed out to me, is hella better than no defense at all.
Lisa
So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try
***Dennis DeYoung
Not a dumb question. In most builds, flares should be taken. However, if you're focusing on AoE, I can see the logic of skipping it, knowing that you're sort of gimping yourself if you're mezzed. However, since you're at capped S/L defense, the argument is that you're mezzed less.
Fighting pool is largely taken mostly as a series of set mules. 4 slotted Kinetic Combat in boxing or kick (which is never used or even on the tray), Tough so they can slot the Steadfast Res/Def earlier than level 41 (if they so desire) and Weave, which is the only toggle really run, which can give 5%ish defense when slotted. Tough can be run too (if you have good endurance recovery, which IOs make possible), and stacks nicely with your epic armor for respectable amount of resists. Whereas in the past, a blaster running fighting pool would've been laughed at, IO slotting allows for unconventional power choices to work. Generally, fighting pool would be awful if it didn't allow you to cap defense in some way. Another thing that makes fighting pool more attractive is that mezzes don't drop defensive toggles. I recommended putting Steadfast Res/Def into frozen armor because replacing the one of the 4 Reactive Armor pieces would lose a valuable 2.5% smashing/lethal defense bonus (note: he's going for soft capping the defense). Replacing out one of the Gift of the Ancient pieces on the other hand, costs you some defense enhancement and 1.8% max end (which is a nice bonus), but better to lose that than the 2.5% smash/lethal defense. If you have an open slot, you can still make an argument that the res/def should go to frozen armor since the resistance portion of the IO will enhance the resistance values of frozen armor, whereas the 4 Reactive Armors, cap the resistance value of tough. As for exemping, that's entirely a player's choice. Generally, I don't worry about global bonuses exemping largely because I assume that my character's more slots/powers and larger inspiration tray already gives it an advantage versus natural characters of that level. |
Thank you for taking the time to answer my questions in such an easy to understand manner
Lisa
So don't wait for heroes, do it yourself
You've got the power
winners are losers
who got up and gave it just one more try
***Dennis DeYoung
Dumb Question number four-Lots of level 50 IOs sets. Are you going to be exempting?
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Unless I PvP or they introduce a Supreme Master of Positron TF where you have to play at +4 diff, I don't think the lower end material is hard enough to justify buying lower-level IOs.
In addition, the whole softcap trend is, to a certain extent, pushing ATs away from their natural needs. If you're a Blaster softcapping, you're probably also worried about recharge reduction and endurance, and there's only so many masters you can serve at once. If you lower the IOs, and hence their bonuses to your Defense abilities, achieving softcap becomes that much harder to achieve without crippling your DPS.
I never plan builds around the PvP 3% def IO...they're just not in reach of the average player. If I scraped around a bit, I could buy one, but I'd rather completely outfit 4 or 5 complete characters with that influence instead.
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damn influence, we need a double exp weekend of extreme inf farming i say =P
Dumb Question number four-Lots of level 50 IOs sets. Are you going to be exempting? If not, that answers my question about Dumb Question number three. If you are, you can only exempt to level 47 and retain full bonuses. The way issue 16 is set up to be exempting friendly, exempting is something to consider when planning what level IOs to use...or is this to be your main build, and you have a second one for exempting? |
Besides, I learned to play the character without the bonuses, so while they are nice, losing them shouldn't make the character unplayable unless you plan your build counting on those bonuses all the time.
Besides, I learned to play the character without the bonuses, so while they are nice, losing them shouldn't make the character unplayable unless you plan your build counting on those bonuses all the time.
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Thanks for being an advocate for being able to play the game with just normal enhancements.
I have seen a few posts that boost ranged defense but what about trying to get a high smash/lethal. Granted it has holes but most attacks have a smash/lethal component. Take a look at this build and let me know what you think.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Dmg/Rchg(5), Ruin-Acc/EndRdx/Rchg(36)
Level 1: Ring of Fire -- Acc-I(A)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(7), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(9), RechRdx-I(11)
Level 4: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/EndRdx/Rchg(19)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13)
Level 8: Hurdle -- Jump-I(A)
Level 10: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(13), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(17)
Level 12: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(27), RechRdx-I(29)
Level 14: Super Speed -- Run-I(A)
Level 16: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rng(25), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(36)
Level 18: Health -- Heal-I(A)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(21), Efficacy-EndMod/Acc(21)
Level 22: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(23), RechRdx-I(23)
Level 24: Blaze -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(29), Thundr-Acc/Dmg/Rchg(33), Thundr-Dmg/Rchg(33)
Level 26: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx/Rchg(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx(42)
Level 28: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(37), RctvArm-ResDam/Rchg(37), RctvArm-EndRdx(37)
Level 30: Weave -- GftotA-Def(A), GftotA-Def/EndRdx(31), GftotA-Def/EndRdx/Rchg(31), GftotA-EndRdx/Rchg(31)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(36)
Level 35: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(40), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(43), Efficacy-Acc/Rchg(43), Efficacy-EndMod/EndRdx(46)
Level 38: Maneuvers -- GftotA-Def/EndRdx(A), GftotA-Def(39), GftotA-Def/EndRdx/Rchg(39), GftotA-Def/Rchg(39)
Level 41: Flash Freeze -- LgcRps-Acc/Sleep/Rchg(A), LgcRps-EndRdx/Sleep(42), LgcRps-Acc/Rchg(43), LgcRps-Acc/EndRdx(46)
Level 44: Frozen Armor -- GftotA-Def(A), GftotA-Def/EndRdx(45), GftotA-Def/EndRdx/Rchg(45), GftotA-EndRdx/Rchg(45)
Level 47: Combustion -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(48), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(50), Oblit-%Dam(50)
Level 49: Hoarfrost -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Thanks,
Fin