Fire/Fire/Flame Builds.


Black_Aftermath

 

Posted

Looking at making a Fire/Fire/Flame Blaster and I have worked out a couple of builds. I'm open to making modifications to either build. The first contains Blazing Aura, which I feel might be unnecessary with all the other AoE's.

The Second drops BA and adds more defense. I know I could do better on defense with Cold Mastery but the chunky ice shield doesn't fit my concept. So I'm trying to get a reasonable about of S/L Resistance with as much Melee defense (So many PBAoE's that I'll be in melee a lot) as possible. I also took the Rez because I suspect this method will result in a few deaths here and there.

This toon will be used for farming.

Build 1

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Build 2
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Thoughts?


 

Posted

I don't know about farming, but Hot Feet really ought to be slotted for damage, if you are taking it. It's the best damage aura in the game with a massive 20ft radius.


 

Posted

Hi I'm a n00b.

I do have a Q with regard to "farming" in general.

Should it be one's goal to keep enemies packed together to deal the most aoe damage?

Fire/Kin runs with Hot Feet because they have the ability to lock foes in place.

A Fire Blaster does not have the ability to lock people in place.

I would think a Fire Blaster wouldn't get the most out of a power such as Hot Feet.

I realize Hot Feet has a slow component, but perhaps an expert can enlighten me.

Is the fear component negated by the slow component?

Can one utilize Hot Feet to it's full potential without the ability to lock targets in place?

If one counters by saying the dps Hot Feet hands out for the short time the enemies are running away....can one then say the power is not an essential component to the build?

Wouldn't it be better for a Fire Blaster to avoid powers that cause the mob to disperse?


 

Posted

Would be solo farming Warriors at lvl 50.

My reasoning for putting Impeded Swiftness in Hot Feet is that (1) it adds 2.5% melee defense and (2) it would keep enemies close so that Burn can take it's effect.

Wasn't concerned about packing damage into Hot Feet because I don't think that enemies will stay alive long enough for Hot Feet to do significant damage period.

FSC - Fire Ball - Combustion - Burn - Rain of Fire.

Clean up anything left standing with Blaze and Fire Blast.

Thoughts?


 

Posted

Quote:
Originally Posted by milehigh77 View Post
Hi I'm a n00b.

I do have a Q with regard to "farming" in general.

Should it be one's goal to keep enemies packed together to deal the most aoe damage?

Fire/Kin runs with Hot Feet because they have the ability to lock foes in place.

A Fire Blaster does not have the ability to lock people in place.

I would think a Fire Blaster wouldn't get the most out of a power such as Hot Feet.

I realize Hot Feet has a slow component, but perhaps an expert can enlighten me.

Is the fear component negated by the slow component?

Can one utilize Hot Feet to it's full potential without the ability to lock targets in place?

If one counters by saying the dps Hot Feet hands out for the short time the enemies are running away....can one then say the power is not an essential component to the build?

Wouldn't it be better for a Fire Blaster to avoid powers that cause the mob to disperse?
Fire/Kins also have the means (Flashfires, Cinders) to keep enemies from attacking. Blasters, not so much. The "afraid" effect that gets enemies running away from Hot Feet means that they are spending less time attacking, upping survival. It's damage is also very significant, and when combined with RoF will slow them to a crawl and take em out quickly with DoT.

I do think that skipping Blazing Aura is a good idea. It doesn't add a slow, and it's afraid is redundant when using Hot Feet, the better of the two auras. Having a smaller radius means that it won't be in effect as much, because they'll be running out of it's range. All that combines to it's effect not being worth the endurance cost.

Here's what I would do for a farming Fire/Fire/Flame:

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

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Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: Fire Blast
  • (A) Thunderstrike - Accuracy/Damage
  • (48) Thunderstrike - Damage/Endurance
  • (48) Thunderstrike - Damage/Recharge
Level 1: Ring of Fire
  • (A) Debiliative Action - Accuracy/Immobilize/Recharge
Level 2: Fire Ball
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (3) Positron's Blast - Accuracy/Damage/Endurance
  • (3) Positron's Blast - Damage/Recharge
  • (37) Positron's Blast - Damage/Endurance
  • (37) Positron's Blast - Accuracy/Damage
Level 4: Combustion
  • (A) Obliteration - Chance for Smashing Damage
  • (5) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (5) Obliteration - Damage
  • (43) Obliteration - Accuracy/Recharge
  • (43) Obliteration - Damage/Recharge
  • (46) Obliteration - Accuracy/Damage/Recharge
Level 6: Rain of Fire
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (7) Positron's Blast - Accuracy/Damage/Endurance
  • (7) Positron's Blast - Damage/Recharge
  • (9) Positron's Blast - Damage/Endurance
  • (9) Positron's Blast - Accuracy/Damage
Level 8: Fire Breath
  • (A) Positron's Blast - Chance of Damage(Energy)
  • (17) Positron's Blast - Accuracy/Damage/Endurance
  • (17) Positron's Blast - Damage/Range
  • (40) Positron's Blast - Damage/Recharge
  • (43) Positron's Blast - Accuracy/Damage
Level 10: Fire Sword Circle
  • (A) Obliteration - Chance for Smashing Damage
  • (11) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (11) Obliteration - Accuracy/Damage/Recharge
  • (13) Obliteration - Damage/Recharge
  • (13) Obliteration - Accuracy/Recharge
  • (15) Obliteration - Damage
Level 12: Hasten
  • (A) Recharge Reduction IO
  • (46) Recharge Reduction IO
  • (46) Recharge Reduction IO
Level 14: Super Speed
  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (15) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
Level 16: Hurdle
  • (A) Jumping IO
Level 18: Blaze
  • (A) Thunderstrike - Damage/Endurance/Recharge
  • (19) Thunderstrike - Accuracy/Damage/Endurance
  • (19) Thunderstrike - Accuracy/Damage
  • (21) Thunderstrike - Damage/Endurance
  • (21) Thunderstrike - Damage/Recharge
  • (37) Thunderstrike - Accuracy/Damage/Recharge
Level 20: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
  • (48) Miracle - +Recovery
Level 22: Stamina
  • (A) Performance Shifter - Chance for +End
  • (23) Performance Shifter - EndMod
  • (23) Performance Shifter - EndMod/Recharge
  • (34) Performance Shifter - EndMod/Accuracy
Level 24: Build Up
  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (25) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff
Level 26: Aim
  • (A) Adjusted Targeting - Recharge
  • (29) Adjusted Targeting - To Hit Buff/Endurance
  • (33) Adjusted Targeting - To Hit Buff/Recharge
  • (34) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (34) Adjusted Targeting - Endurance/Recharge
Level 28: Stealth
  • (A) Luck of the Gambler - Recharge Speed
Level 30: Consume
  • (A) Efficacy Adaptor - EndMod/Endurance
  • (31) Efficacy Adaptor - EndMod/Accuracy
  • (31) Efficacy Adaptor - Accuracy/Recharge
  • (31) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (33) Efficacy Adaptor - EndMod/Recharge
  • (33) Efficacy Adaptor - EndMod
Level 32: Boxing
  • (A) Empty
Level 35: Tough
  • (A) Steadfast Protection - Resistance/Endurance
  • (36) Steadfast Protection - Knockback Protection
  • (36) Impervium Armor - Resistance
  • (36) Impervium Armor - Resistance/Endurance
Level 38: Hot Feet
  • (A) Obliteration - Chance for Smashing Damage
  • (39) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (39) Obliteration - Accuracy/Damage/Recharge
  • (39) Obliteration - Damage/Recharge
  • (40) Obliteration - Accuracy/Recharge
  • (40) Obliteration - Damage
Level 41: Char
  • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
  • (42) Basilisk's Gaze - Endurance/Recharge/Hold
  • (42) Basilisk's Gaze - Recharge/Hold
  • (42) Basilisk's Gaze - Accuracy/Hold
Level 44: Fire Shield
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (45) Steadfast Protection - Knockback Protection
  • (45) Impervium Armor - Resistance
  • (45) Impervium Armor - Resistance/Endurance
Level 47: Rise of the Phoenix
  • (A) Recharge Reduction IO
Level 49: Weave
  • (A) Luck of the Gambler - Recharge Speed
  • (50) Luck of the Gambler - Defense
  • (50) Luck of the Gambler - Defense/Endurance
  • (50) Kismet - Accuracy +6%
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Unbounded Leap - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Defiance
------------
Set Bonus Totals:
  • 16% DamageBuff(Smashing)
  • 16% DamageBuff(Lethal)
  • 16% DamageBuff(Fire)
  • 16% DamageBuff(Cold)
  • 16% DamageBuff(Energy)
  • 16% DamageBuff(Negative)
  • 16% DamageBuff(Toxic)
  • 16% DamageBuff(Psionic)
  • 9.88% Defense(Smashing)
  • 9.88% Defense(Lethal)
  • 4.25% Defense(Fire)
  • 4.25% Defense(Cold)
  • 14.6% Defense(Energy)
  • 14.6% Defense(Negative)
  • 3% Defense(Psionic)
  • 16.8% Defense(Melee)
  • 14.9% Defense(Ranged)
  • 5.5% Defense(AoE)
  • 52% Enhancement(Accuracy)
  • 66.3% Enhancement(RechargeTime)
  • 14% FlySpeed
  • 72.3 HP (6%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Stun) 6.6%
  • 23% (0.38 End/sec) Recovery
  • 20% (1.01 HP/sec) Regeneration
  • 4.73% Resistance(Fire)
  • 4.73% Resistance(Cold)
  • 1.26% Resistance(Energy)
  • 1.26% Resistance(Negative)
  • 14% RunSpeed

------------
Set Bonuses:
Thunderstrike
(Fire Blast)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
Positron's Blast
(Fire Ball)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Obliteration
(Combustion)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Positron's Blast
(Rain of Fire)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Positron's Blast
(Fire Breath)
  • 2.5% (0.04 End/sec) Recovery
  • 1.58% Resistance(Fire,Cold)
  • 9% Enhancement(Accuracy)
  • 6.25% Enhancement(RechargeTime)
Obliteration
(Fire Sword Circle)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Blessing of the Zephyr
(Super Speed)
  • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
  • Knockback Protection (Mag -4)
Thunderstrike
(Blaze)
  • 2% (0.03 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 22.6 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
Gaussian's Synchronized Fire-Control
(Build Up)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 22.6 HP (1.87%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
Adjusted Targeting
(Aim)
  • 2% DamageBuff(All)
  • 1.26% Resistance(Energy,Negative)
  • 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
  • 5% Enhancement(RechargeTime)
Luck of the Gambler
(Stealth)
  • 7.5% Enhancement(RechargeTime)
Efficacy Adaptor
(Consume)
  • 13.6 HP (1.12%) HitPoints
  • 1.5% (0.03 End/sec) Recovery
  • 10% (0.5 HP/sec) Regeneration
  • 2.5% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Steadfast Protection
(Tough)
  • 1.5% (0.03 End/sec) Recovery
  • Knockback Protection (Mag -4)
Impervium Armor
(Tough)
  • 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
Obliteration
(Hot Feet)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy) (Exceeded 5 Bonus Cap)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Basilisk's Gaze
(Char)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.03 End/sec) Recovery
  • 7.5% Enhancement(RechargeTime)
Steadfast Protection
(Fire Shield)
  • 1.5% (0.03 End/sec) Recovery
  • 3% Defense(All)
  • Knockback Protection (Mag -4)
Impervium Armor
(Fire Shield)
  • 2.5% (0.04 End/sec) Recovery (Exceeded 5 Bonus Cap)
Luck of the Gambler
(Weave)
  • 10% (0.5 HP/sec) Regeneration
  • 13.6 HP (1.12%) HitPoints
  • 7.5% Enhancement(RechargeTime)




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It's endurance heavy, for sure, but worth the effort. Consume will really alleviate the endurance issues, being up every minute or so and giving you nearly half a blue bar for every enemy it. Use it often and you won't have any *major* issues. You also have 3 layers of stealth available to you (Super Speed, the Stealth IO in Sprint, and Stealth itself) so you'll have time between fights to use Rest or just sit a few seconds to get some blue back.

I'd start off with Fire Breath, then speed into the mob and FSC/Combustion/Consume. If there are any stragglers, they'll likely be out of Hot Feet and ticked off, so RoF at that point on them will get em running again and not hitting you. You have about 25% def to melee and range, and about 45% res to s/l, so if you get hit, you won't get hit very hard. Plenty of KB IOs to keep you on your feet and fighting. Carry Greens and a couple Blues and you should do fine. The best form of damage mitigation is active mitigation, IE if they are dead, they aren't hurting you. Kill em before they get a chance to mess you up.

~WP


Just my opinion, feel free to disregard...

 

Posted

Quote:
Originally Posted by Black_Aftermath View Post
Would be solo farming Warriors at lvl 50.

My reasoning for putting Impeded Swiftness in Hot Feet is that (1) it adds 2.5% melee defense and (2) it would keep enemies close so that Burn can take it's effect.

Wasn't concerned about packing damage into Hot Feet because I don't think that enemies will stay alive long enough for Hot Feet to do significant damage period.

FSC - Fire Ball - Combustion - Burn - Rain of Fire.

Clean up anything left standing with Blaze and Fire Blast.

Thoughts?
You might be surprised. I ran hero stats for a while on my Fire/Fire blasters and found out that Hot Feet, fully slotted for damage, is one of the main sources of damage contribution. Meeting or exceeding the contributions from Combustion and Fire Sword Circle.

To give you a comparison, ED capped Burn takes 12 seconds from the start of casting time until all the damage completes and does 325 damage in an 8 foot radius. In that same amount of time ED capped Hot Feet will have contributed 162 damage, not used any casting time, and will have done that damage to every thing in a 20 foot radius AND will have provided damage mitigation from all those targets from the avoid mechanism.

Slotting Hot Feet with Impeded Swiftness reduces it's damage output by 33% (including the damage from the proc) and only provides 2.5% more mitgation to Melee attacks and 1.25% mitigation to Smash and Lethal (which is the only decent bonus the set gives). It's not worth the trade off in this power.

If you really want to get the most out Hot Feet, franken slot it. As an example, 4 pieces of the Curtail Speed set and 2 pieces of Sciroccos Dervish will get you almost the same mitigation at the cost of only 10% of Hot Feet's Damage output.

My preffered slotting for Hot Feet is 3 Nucleolus Exposures and 3 Microfilament Exposures.

Burn has a few problems for the blaster.

1 - It has a huge avoid mag built into it so unless a mob is immobilized it's generally not worth the casting time. Most mobs will spend less time in burn than it takes to cast it (even at the -runspeed cap) and the radius is so small that it is practically a single target attack especially if you don't have a way to immobilize multiple mobs.

2 - Blaze does in 1 second of casting time more damage than Burn in the 12.03 seconds of Cast + DoT.

3 - Hot feet is better (because of it's larger radius and no additional cast time since it's a toggle) if you are planning on dropping Burn and standing in the patch for avoid mitigation.

4 - Due to all your other AoEs Burn will be wasted on most every thing but Bosses and higher. In the case of a boss you'll have to cast Ring of Fire twice and drop Burn and wait for it's DoT to complete. That's going to be roughly 17 seconds. You can do more damage than that in 4 seconds with Blaze, Blast, and Flares.

5 - Once you immob a boss to take advantage of the damage from Burn you've eliminated all the mitigation from the avoid and you will take a melee attack when you jump in to drop burn unless you are VERY good at kiting.

In my experience Burn was only really useful for things that ignore avoid (like AVs) or against EBs when on a team with a controller that can keep the entire spawn immobilized. Typically against standard spawns you can just target the boss, unload your AoEs and then toss in your single target attacks while the spawn burns up from Combustion and Hot Feet. Once your DoTs complete the entire spawn will be gone and you won't have had the time or the need to cast Burn.

I've found that there were a lot more powers that were useful much more often than Burn and have respec'd out of it on EVERY toon I have that has it available (even my tanks and scrappers.)


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson

 

Posted

Quote:
Originally Posted by Black_Aftermath View Post
Would be solo farming Warriors at lvl 50.
Solo farming even con warriors.

The biggest concern you have is endurance burn. Hot Feet, Maneuvers, Tough, Weave, Fire Shield, and Combat Jumping on top of Fire Sword Circle and Fireball makes blue bar go away fast. Consume just isn't up to the task of keeping you going.

You have Purples in your build, so I assume your budget is unlimited. Below is a build that follows your general outline and should achieve your goals handily, with much better endurance management.

Rain of Fire, Combustion, and Burn are overkill on anything +2 and lower. Hot Feet, FSC, Fire Ball. Dead minions and most Lts are dead. Finish off stragglers with single target attacks. Rotate Aim and Build Up (and use them as often as possible). Combine and Eat inspires by the truckload. Do not let your tray fill up, keep a few reds/purples/oranges active, maybe save a break free or two, in case a macer gets a stun off.

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

Click this DataLink to open the build!

Farm Warriors: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(17), Dev'n-Dmg/Rchg(40), Dev'n-Acc/Dmg/Rchg(43), Dev'n-Hold%(43)
Level 1: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob(15), Enf'dOp-EndRdx/Immob(43), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/Immob/Rchg(46)
Level 2: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(3), Ragnrk-Acc/Rchg(3), Ragnrk-Dmg/EndRdx(9), Ragnrk-Knock%(9)
Level 4: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(7), T'Death-Dmg/EndRdx/Rchg(7), T'Death-Dam%(29)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(11), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Oblit-%Dam(50)
Level 12: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(15)
Level 14: Super Jump -- Jump-I(A)
Level 16: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(17)
Level 18: Blaze -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(21), Apoc-Dam%(21)
Level 20: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(36), Mrcl-Heal(36), Mrcl-Heal/EndRdx(36), RgnTis-Regen+(37)
Level 22: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(23), P'Shift-End%(23), P'Shift-EndMod/Rchg(37)
Level 24: Maneuvers -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Rchg+(33)
Level 26: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 28: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(34), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(37)
Level 30: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(31), S'fstPrt-ResKB(31), ImpArm-ResDam(31), ImpArm-ResDam/EndRdx(50)
Level 32: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(33), LkGmblr-EndRdx/Rchg(33), LkGmblr-Rchg+(34)
Level 35: Assault -- EndRdx-I(A)
Level 38: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(39), Armgdn-Dmg/EndRdx(39), Armgdn-Dam%(39), TmpRdns-Acc/Slow(40), TmpRdns-Dmg/Slow(40)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
Level 44: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/Rchg(45), TtmC'tng-EndRdx/Rchg(45), TtmC'tng-ResDam/EndRdx/Rchg(48), TtmC'tng-EndRdx(48)
Level 47: Rise of the Phoenix -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(48)
Level 49: Swift -- Run-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance



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Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

So, I thought I would throw my two cents in. When farming, as a blaster, you need to be able to kill things very, very quickly. Hot Feet is better damage for an animationless damage source, BUT, A) It's VERY expensive, and B) it's avoid mechanic, quite frankly, annoyed me. I would very much rather have the warriors I'm fighting rushing forward to get into melee with me, and staying in my Blazing Aura for tick after tick of damage, than trying to get away. Here's the build I use to farm. I farm demons and warriors, although I'm still experimenting with settings.

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Blazing Aura has a purple Dam/End in it, and I've got macros to convert anything that drops to breakfrees or purples. One midpurple will softcap this build. and I Breath/Ball/FSC and then repeat, because there's so much recharge in this that the cycle is easily repeatable. When the demons end up spreading out, I step back a couple of yards, long enough for them to clump up as they give chase to max range, and then set up another breath. Warriors all charge in eventually as you kill off the ones directly in melee with you, meaning you have less problems with setting them up for AoEs, but they tend to hurt you a little more with the stun-action they can have.

I don't like Hot Feet, but it's a personal preference. I find that in practical situations, the enemy positions are more easily controlled through YOUR positioning and knowledge of their default battle tactics (close to max range and shoot, prefer melee) WITHOUT something that makes them run around randomly. (This is the same argument people use against stuns. I don't dislike stuns, but every char I have that has a permastun also has an aoe immob that it uses first.)

Your best and smoothest results are going to be when you can keep your enemies clumped tightly, and you should avoid any powers that don't take advantage of tightly clumped enemies or that cause problems with the groupings.

I also typically leave the stragglers in a mob. They'll follow and I'll kill them with the biggest bunch of the next group, or they won't and I'll save time resetting for more big mobs than chasing every straggler down for elimination. (I have this problem mostly with demons and family and rikti, who all like to play at range)


 

Posted

Quote:
Originally Posted by Blaksson View Post
I've got macros to convert anything that drops to breakfrees or purples.
Not to derail the thread but could you please share your macros for converting inspiration drops? That type of macro would be incredibly useful.


 

Posted

Quote:
Originally Posted by New Bee View Post
Not to derail the thread but could you please share your macros for converting inspiration drops? That type of macro would be incredibly useful.
The basic macro is:

/macro name "insp_combine (insipirations to combine) (inspiration desired)"

An example that'll try to combine Tier 1s (except wakies and breakies) to an Insight:

/macro "Blue1" "insp_combine Insight Catch_a_Breath$$insp_combine Enrage Catch_a_Breath$$insp_combine Luck Catch_a_Breath$$insp_combine Respite Catch_a_Breath$$insp_combine Sturdy Catch_a_Breath"