Fire/elec/elec burning the village down.


brophog02

 

Posted

I'm planning a respec for my little engine of destruction and would like some input, as this is the first blaster I've gotten to a significant level. I'm focusing mainly on ranged defense, but not going gung-ho for the softcap. I have tried to slip in the defense along with a healthy dose of accuracy and some recharge without sacrificing prudent power slotting. A few other nice bonuses show up along the way. I usually group with him, but do like to solo from time to time, and can run him with some success even without ranged defense, so I figure the 30ish he's getting here should make life a lot easier. As a pleasant surprise, the build ended up with a significant number of +recovery bonuses. He's currently at 45, but these are my projected plans:

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Blind Mouse: Level 50 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11)
Level 1: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(19), Thundr-Dmg/Rchg(37)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(5), Posi-Dmg/EndRdx(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(7), RechRdx-I(21)
Level 4: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(33), Mako-Acc/EndRdx/Rchg(34)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13)
Level 8: Fire Breath -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(13), Posi-Acc/Dmg(15), Posi-Dmg/EndRdx(15), Posi-Dam%(17)
Level 10: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(34)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(21)
Level 14: Super Speed -- Run-I(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Blaze -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(25), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(27), Thundr-Dmg/EndRdx/Rchg(29)
Level 26: Flares -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(39), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 28: Combat Jumping -- Krma-ResKB(A)
Level 30: Thunder Strike -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-Dmg/Rchg(43), Erad-Dmg(43)
Level 32: Inferno -- Erad-Acc/Dmg/Rchg(A), Erad-Dmg/Rchg(34), Erad-Dmg(36), M'Strk-Dmg/Rchg(36)
Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(36), RechRdx-I(37), Efficacy-EndMod(37)
Level 38: Shocking Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(48)
Level 41: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/Rchg(50)
Level 47: Charged Armor -- ResDam-I(A), ResDam-I(48), S'fstPrt-ResDam/Def+(48)
Level 49: Surge of Power -- ImpArm-ResDam/Rchg(A), Aegis-ResDam/Rchg(50), TtmC'tng-ResDam/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
------------
Set Bonus Totals:

  • 9% DamageBuff(Smashing)
  • 9% DamageBuff(Lethal)
  • 9% DamageBuff(Fire)
  • 9% DamageBuff(Cold)
  • 9% DamageBuff(Energy)
  • 9% DamageBuff(Negative)
  • 9% DamageBuff(Toxic)
  • 9% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 31.1% Defense(Energy)
  • 31.1% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 31.1% Defense(Ranged)
  • 3% Defense(AoE)
  • 3.6% Max End
  • 48% Enhancement(Accuracy)
  • 26.3% Enhancement(RechargeTime)
  • 12% FlySpeed
  • 94.9 HP (7.87%) HitPoints
  • 12% JumpHeight
  • 12% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 9.9%
  • MezResist(Immobilize) 9.9%
  • 17.5% (0.29 End/sec) Recovery
  • 4.73% Resistance(Fire)
  • 4.73% Resistance(Cold)
  • 12% RunSpeed



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One thing in particular I would like some input on beyond general build choices is the electric APP. I like static and use it now to round out my aoe attack chain on teams. I know I want the hold to stack with my current hold. I know I want the armor for general survivability. I was a bit torn between surge of power and EMP. I chose surge as my emergency power because when stacked with the armor it caps my resists for the most important damage types and lasts a very long time, giving me endurance all the while. The downside is the crash, which I think I can manage well with power sync. I wonder though if EMP's faster recharge and more forgiving crash might be worth relying on it to hit and losing the temporary recovery.

What do you find to be more useful for those nasty situations?


 

Posted

It really depends on your play preference. If you tend to fight in melee range a lot, surge might benefit you more. However, if you tend to stay at range predominantly, you might find a quick run in to drop the EMP, and then back off would suit you better.

The only other recommendation for EMP is that it provides 15 seconds of -regen... and if you want to solo AVs, this has obvious benefit. 15 sec is the same length of time you are at -1 recovery, but some careful use of blues and good slotting means you can work around the -recovery.


 

Posted

My main is an Energy/Elec/Elec, so it will play very similarly to yours, but swapping the extra damage for extra mitigation.

A few thoughts:

1) Surge over Emp. In my opinion, Surge of Power is an awesome power and Emp is not. If you can't survive it with Surge up, you probably can't survive it.
2) I nuke a LOT, and love Surge. Just carry a blue or two around with you and pop power sink. With power sink there is no downtime, whatsoever.
3) I see no need to even take Thunderstrike, unless this is purely as a set mule. The other three melee attacks do more damage in less activation time, and with hasten up it is basically a complete attack chain (very little survives all three, anyhow).
4) I am a little confused on your goals here. You moved flares back, so I presume any exemplaring for TFs or whatnot means you're going to be blapping. In the old days, we'd skip or move back tier 1 blasts but since the readjustment that isn't necessary. I think you'd be happier moving Flares back to an early position and moving a melee attack back. It is just too nice, especially when mezzed or when you've exemplared too far for set bonuses, to have two blasts. The only time I'd recommend skipping the tier one blast is for super high recharge builds that have basically boiled down to just an attack chain of Blaze.
5) Power sink doesn't need 4 slots. Either 1 slot it with an End Mod or slot it up with bonuses (Efficacy Adapter, if you have the slots, is nice). If you need extra recovery, Stamina 3 slotted with 2 End Mods, and a Chance for End is very nice.


 

Posted

I did end up doing this respec the other day, and moved around some things to taste. I do like having power sink maxed on end and recharge, as I am extremely aggressive in my end consumption and like the benefit of good +end against a single target (av's and such).

You're right on thunderstrike though. I had the power for a while just to try it out, and for some reason left it in my respec build without thinking about it too hard. I never used it except when under extreme -recharge. I have replaced it with 5 slotted blazing bolt mostly to mule the manti sting set and for the occasional utility a snipe brings. I shifted the two extra slots from elec fence to combat jumping and superspeed so I could two slot zephyr in both for more ranged defense action.

I'm going with the general advice here and picking up surge over EMP. It seems more reliable and buys me more time than EMP. Also it looks super neat and fits my concept nicely.

My overall goal with the build was to squeeze as much ranged defense into my toon as possible without going too far out of my way with power selection and otherwise non-optimal slotting. I picked up recharge and accuracy as tasteful side dishes when possible, and ended up with a good chunk of recovery as well.


 

Posted

If you're needing power sink up every 30 seconds, you don't have your other powers slotted well enough.

You shouldn't need power sink except on AVs, and even then end-redux will go a long ways to nullify that. Every 30 seconds for power sink is just unnecessary, no matter how you slice it. Blasters just aren't that end hungry, and I play as aggressive of a blaster as they come.

If you just gotta have power sink up that often, I suggest going with just the two endmod/recharge and save the other two slots. That brings your end bar to full with 3 mobs (instead of 2) and recharges in 33 seconds (instead of 27).

When it comes to endurance, an ounce of redux goes way further than recovery does (either through +recov or powers). My main went to 50 with 2 ACC/3 Dam SOs slotted for all attacks, and although I teamed mostly, I felt the burn when solo. It is just annoying, imo, to need powersink that often when just a little more end redux can keep my going nonstop without worry.


 

Posted

I'm not saying it's absolutely necessary, as most of my attacks do have endredux, and I do not have to regularly rely on power sink. As you noted, against AV's it can sometimes be handy to have it up a bit more quickly and more importantly more potently. This usually has more to do with crash recovery from nuking or surge of power than regular end usage.

You are right in saying that those two slots might be better spent somewhere else though. The real question is where I would place those slots. I could move them to E-fence and get a bit more ranged defense with thunderstrike and some enhancement on a power I don't use too often. Perhaps I could drop a recharge apiece in the sixth slot of two of my aoes, giving me a smoother aoe chain for those particularly target rich environments. Or maybe another recharge/resist slot in surge of power to max it out and a slot in fire ball for a bit more recharge. I just don't have any truly inspiring ideas for those extra two slots. Any suggestions? For record, here is my current build:

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Blind Mouse: Level 50 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11)
Level 1: Electric Fence -- Thundr-Acc/Dmg(A)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(5), Posi-Dmg/EndRdx(5), Posi-Acc/Dmg/EndRdx(7), Posi-Dam%(7)
Level 4: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(29), Mako-Dmg/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(31), Mako-Dam%(33), Mako-Acc/EndRdx/Rchg(34)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(13)
Level 8: Fire Breath -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(13), Posi-Acc/Dmg(15), Posi-Dmg/EndRdx(15), Posi-Dam%(17)
Level 10: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(19), Mako-Dam%(21), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(21)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(19)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17)
Level 18: Hurdle -- Jump-I(A)
Level 20: Health -- Heal-I(A)
Level 22: Stamina -- EndMod-I(A), EndMod-I(23), EndMod-I(23)
Level 24: Blaze -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(25), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(27), Thundr-Dmg/EndRdx/Rchg(29)
Level 26: Flares -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(39), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 28: Combat Jumping -- Zephyr-ResKB(A), Zephyr-Travel(37)
Level 30: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dam%(34), Mantic-Dmg/EndRdx(40), Mantic-Dmg/EndRdx/Rchg(43), Mantic-Dmg/ActRdx/Rchg(43)
Level 32: Inferno -- Erad-Acc/Dmg/Rchg(A), Erad-Dmg/Rchg(34), Erad-Dmg(36), M'Strk-Dmg/Rchg(36)
Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(36), RechRdx-I(37), Efficacy-EndMod(37)
Level 38: Shocking Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(46), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(48)
Level 41: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(45), BasGaze-EndRdx/Rchg/Hold(45), BasGaze-Acc/Rchg(50)
Level 47: Charged Armor -- ResDam-I(A), ResDam-I(48), S'fstPrt-ResDam/Def+(48)
Level 49: Surge of Power -- ImpArm-ResDam/Rchg(A), Aegis-ResDam/Rchg(50), TtmC'tng-ResDam/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
------------
Set Bonus Totals:

  • 12% DamageBuff(Smashing)
  • 12% DamageBuff(Lethal)
  • 12% DamageBuff(Fire)
  • 12% DamageBuff(Cold)
  • 12% DamageBuff(Energy)
  • 12% DamageBuff(Negative)
  • 12% DamageBuff(Toxic)
  • 12% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 29.6% Defense(Energy)
  • 29.6% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 36.4% Defense(Ranged)
  • 3% Defense(AoE)
  • 1.8% Max End
  • 33.8% Enhancement(RechargeTime)
  • 48% Enhancement(Accuracy)
  • 12% FlySpeed
  • 67.8 HP (5.62%) HitPoints
  • 12% JumpHeight
  • 12% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 9.9%
  • MezResist(Immobilize) 9.9%
  • 15.5% (0.26 End/sec) Recovery
  • 12% (0.6 HP/sec) Regeneration
  • 4.73% Resistance(Fire)
  • 4.73% Resistance(Cold)
  • 12% RunSpeed

With combat jumping active I am at 38.2 ranged defense. More of this or extra recharge are the only IO set goals I would be terribly interested in beyond what I have already. Otherwise simple more efficient use of those two slots for power enhancement.

I guess a lot this comes down to personal play preference, but am I missing something majorly useful I could do with those two extra slots in sink?