Energy/Energy Blapper questions


BlackBellatrix

 

Posted

I'm mostly a tank player, my main is a Willpower/Energy Melee tanker who after a really good respecing tanks quite well! I really enjoy Energy Melee even with all it's bad press, the long animation times don't bother me that much, it still does very good damage. Now I've been giving scrappers a chance, I really like them, but of course, no energy melee, so I thought why not try a blapper? It'd be a challange and I'd get to use my energy melee!
Well, I have a pretty good power choice I feel, I mostly need help slotting, I'm pretty inexperienced at that.
I'm going with all melee attacks, energy torrent and static discharge for the two cones, then Nova and Em pulse for two nuke powers. I figure this would be a fun build, I've got him to level 10 so far and though once attacked, he doesn't live long, he does kill enemies quite fast.


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

Level 50 Mutation Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Electrical Mastery

Hero Profile:
------------
Level 1: Power Blast Empty(A)
Level 1: Power Thrust Empty(A)
Level 2: Energy Punch Empty(A)
Level 4: Build Up Empty(A)
Level 6: Combat Jumping Empty(A)
Level 8: Hurdle Empty(A)
Level 10: Bone Smasher Empty(A)
Level 12: Aim Empty(A)
Level 14: Super Jump Empty(A)
Level 16: Health Empty(A)
Level 18: Conserve Power Empty(A)
Level 20: Stamina Empty(A)
Level 22: Energy Torrent Empty(A)
Level 24: Hasten Empty(A)
Level 26: Boxing Empty(A)
Level 28: Tough Empty(A)
Level 30: Weave Empty(A)
Level 32: Nova Empty(A)
Level 35: Power Boost Empty(A)
Level 38: Total Focus Empty(A)
Level 41: Static Discharge Empty(A)
Level 44: Charged Armor Empty(A)
Level 47: Surge of Power Empty(A)
Level 49: EM Pulse Empty(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Defiance


 

Posted

Except solo, the cone attacks will put you in lots of danger. Static Discharge is also just a weak power.

My own experience:
I loved playing an Energy/Energy blapper in the early levels. But, during the late 30s and 40s it just got too difficult.

Obviously I was no stranger to face planting anyway, but even on modest difficulty I was struggling and on teams I really wasn't contributing all that much. So I respecced to a normal ranged blaster.

By all means try, but I'm not so sure blapping is feasible anymore. Maybe with set IOs out the wazoo it's doable but, I dunno.


OMG! How like, totally kewl are these characters?!1

 

Posted

I can see that. I'll still give it a chance though, it seems worth it. Now, why are the cones a problem? To much aggro? Also, is static discharge really that bad? I've never used it.


 

Posted

Any special attachment to Energy as a primary? I think both Sonic or Ice would be worth considering in place of Energy, if you're not attached to it.


 

Posted

Quote:
Originally Posted by Irrepressible View Post
I can see that. I'll still give it a chance though, it seems worth it. Now, why are the cones a problem? To much aggro? Also, is static discharge really that bad? I've never used it.

Static Discharge does standard blaster damage for a cone. There are a few blaster powers (very few) that are extreme outliers, and people ignorantly think that those that are not the outliers on the high end are therefore weak.

Static Discharge does the base 56.9 damage as a Blaster primary cone attack.


 

Posted

Energy Energy blaster, use to be and I think still is, the strongest blaster out there damage wise. You have to be careful about the Knock back though. I will tell you what I have noticed while coming up with a build for my energy blaster....

Force Field, Force of Nature and Temp invulnerability is great power choices for your mastery pool. When you have them on, you max out all your defenses and resistances, now I don't know how it exactly works because my Energy energy blaster isn't that high yet, but maybe someone else can tell you about it.

Also, Energy Energy blasters are famous for their "Nova" It truly is Da bomb. I even named my blaster after it...kind of(Nova Neptune) anyways great power choice for blasters just you gotta be careful because they are squishie! I think the epics I was talking about, excluding temp invul, only last for a short time.


Pinnacle - The Drunk Server!
MAIN: Desi Boy> Level 51 Fire/Fire Tank
Super Group: C.O.R.E.
Tanking since 05'
Vigilante

 

Posted

Quote:
Originally Posted by Desitre View Post
Energy Energy blaster, use to be and I think still is, the strongest blaster out there damage wise. You have to be careful about the Knock back though.
I may be misinterpreting this, so pardon me if so. Energy as a primary is strictly middle of the road, damage wise, both in AOE and ST damage potential. The combination of Energy/Energy improves ST through the use of the melee attacks, but there are obviously many combinations out there, and therefore many that still exceed this combination.

Quote:
Originally Posted by Desitre View Post
Force Field, Force of Nature and Temp invulnerability is great power choices for your mastery pool. When you have them on, you max out all your defenses and resistances, now I don't know how it exactly works because my Energy energy blaster isn't that high yet, but maybe someone else can tell you about it.
They are not quite as good as you make them sound. Personal Force Field will max out your defense, and provides good resistance, but at the cost of only being able to use powers on self while it is up.

Temp Invulnerability provides 33% (slotted) resistance to smashing/lethal and is a toggle. Force of Nature, when combined with Temp Invuln, provides capped resistance (75%) to Smashing and Lethal, and about 55% to everything else, save for 0% for psionic.

I still prefer Elec Mastery, instead. Static Discharge provides more AOE damage. Charged Armor is very similiar to Temp Invulnerability, but with a little less S/L reistance (2% less) but with the added Energy resistance. Surge of Power is similar to Force of Nature, and when combined with Charged Armor caps S/L/E, provides 55% to everything but psionic, but only 45% to negative (as opposed to 55% for the Force pool combo). Surge of Power also comes 3 levels before Force of Nature.


 

Posted

Quote:
Originally Posted by brophog02 View Post
I still prefer Elec Mastery, instead. Static Discharge provides more AOE damage. Charged Armor is very similiar to Temp Invulnerability, but with a little less S/L reistance (2% less) but with the added Energy resistance. Surge of Power is similar to Force of Nature, and when combined with Charged Armor caps S/L/E, provides 55% to everything but psionic, but only 45% to negative (as opposed to 55% for the Force pool combo). Surge of Power also comes 3 levels before Force of Nature.
I use Static Discharge all the time on my Sonic/Mental/Elec Mastery Blaster. With Howl, Psychic Scream, and Static Discharge I have 3 solid cone attacks to work with. Using all 3 attacks usually drops all minions in a large mob and has Lieutenants soft enough to die with one or two more attacks. Electric Armor is a great armor toggle due to the added energy protection, in my opinion, and Surge of Power is great to use right before nuking, especially if I use Drain Psyche on top of it.

However my second build is set for Force Mastery, and is focused more on ST damage and using Siren's Song and Repulsion Bomb to keep enemies from attacking, with Temporary Invulnerability and PFF to save me when I get in over my head.


 

Posted

I don't see powerboost being super useful for that build.

You took weave which means you intend to augment your survivability with defense, take a look at cold mastery for frozen armor, which will stack with CJ and weave for S/L def. While lacking attacks, that mastery has some good tools to augment survival.

The build is AoE light, not necessarily bad but if you want more AoE take explosive blast. Exercise good judgement when using it and ET and you'll be fine. Remember, just because you have it doesn't mean you should use it if the situation doesn't call for it.

Also, I'd take power burst and drop EM pulse if you intend to keep elec mastery. The recharge on EM Pulse is too long to be worth the power/slot investment.

Slotting wise, if you are into sets going the soft cap route just look for sets that give you either S/L or range defense, depending on which soft cap route strikes your fancy. Or you could always damn the defense and go more recharge.


 

Posted

This my Energy/Energy Blapper.

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: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Power Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/Rchg(3), Thundr-Dmg/EndRdx(5), Thundr-Acc/Dmg(7), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(25)
Level 1: Power Thrust -- KinCrsh-Dmg/EndRdx/KB(A), KinCrsh-Dmg/KB(37), KinCrsh-Acc/KB(40), KinCrsh-Rechg/EndRdx(43), KinCrsh-Rchg/KB(46), KinCrsh-Acc/Dmg/KB(50)
Level 2: Energy Punch -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Dmg/Rchg(7), Mako-Dmg/EndRdx(17), Mako-Dam%(23)
Level 4: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(36), AdjTgt-ToHit/EndRdx/Rchg(37)
Level 6: Swift -- Run-I(A)
Level 8: Power Burst -- Thundr-Acc/Dmg/Rchg(A), Thundr-Dmg/Rchg(9), Thundr-Dmg/EndRdx(9), Thundr-Acc/Dmg(11), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(19)
Level 10: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Acc/EndRdx/Rchg(11), Mako-Dmg/Rchg(13), Mako-Dmg/EndRdx(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(19)
Level 12: Combat Jumping -- GftotA-Run+(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(27), AdjTgt-ToHit/EndRdx/Rchg(34)
Level 18: Health -- Heal-I(A), Numna-Regen/Rcvry+(37)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Acrobatics -- EndRdx-I(A), EndRdx-I(23)
Level 24: Conserve Power -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(27)
Level 26: Boxing -- Empty(A)
Level 28: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(29), Aegis-ResDam/EndRdx/Rchg(29), Aegis-EndRdx/Rchg(31), Aegis-ResDam/Rchg(31), Aegis-Psi/Status(31)
Level 30: Stimulant -- RechRdx-I(A)
Level 32: Aid Self -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/Rchg(33), Dct'dW-EndRdx/Rchg(33), Dct'dW-Heal/EndRdx(33), Dct'dW-Heal(34), Dct'dW-Rchg(34)
Level 35: Power Boost -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(36)
Level 38: Total Focus -- C'ngImp-Acc/Dmg/Rchg(A), C'ngImp-Dmg/Rchg(39), C'ngImp-Dmg/EndRdx(39), C'ngImp-Acc/Dmg(39), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Personal Force Field -- RedFtn-Def/EndRdx/Rchg(A), RedFtn-EndRdx/Rchg(42), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx(42), RedFtn-Def(43), RedFtn-EndRdx(43)
Level 44: Temp Invulnerability -- TtmC'tng-ResDam/EndRdx/Rchg(A), TtmC'tng-EndRdx/Rchg(45), TtmC'tng-ResDam/Rchg(45), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam(46), TtmC'tng-EndRdx(46)
Level 47: Force of Nature -- TtmC'tng-ResDam/EndRdx/Rchg(A), TtmC'tng-EndRdx/Rchg(48), TtmC'tng-ResDam/Rchg(48), TtmC'tng-ResDam/EndRdx(48), TtmC'tng-ResDam(50), TtmC'tng-EndRdx(50)
Level 49: Resuscitate -- RechRdx-I(A)
------------
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)
  • 2.5% Defense(Smashing)
  • 2.5% Defense(Lethal)
  • 4.69% Defense(Fire)
  • 4.69% Defense(Cold)
  • 12.5% Defense(Energy)
  • 12.5% Defense(Negative)
  • 5% Defense(Melee)
  • 17.5% Defense(Ranged)
  • 4.69% Defense(AoE)
  • 22.5% Enhancement(RechargeTime)
  • 4% Enhancement(Heal)
  • 21% Enhancement(Accuracy)
  • 8% FlySpeed
  • 85.8 HP (7.12%) HitPoints
  • 8% JumpHeight
  • 8% JumpSpeed
  • Knockback (Mag -3)
  • Knockup (Mag -3)
  • MezResist(Held) 12.1%
  • MezResist(Immobilize) 11%
  • MezResist(Sleep) 4.4%
  • MezResist(Stun) 4.4%
  • MezResist(Terrorized) 2.2%
  • 4% (0.07 End/sec) Recovery
  • 6% (0.3 HP/sec) Regeneration
  • 2.5% Resistance(Smashing)
  • 2.52% Resistance(Fire)
  • 2.52% Resistance(Cold)
  • 2.52% Resistance(Energy)
  • 2.52% Resistance(Negative)
  • 4.39% Resistance(Toxic)
  • 6.76% Resistance(Psionic)
  • 23.5% RunSpeed
  • 2.5% XPDebtProtection
------------
Set Bonuses:
Thunderstrike
(Power Blast)
  • 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)
Kinetic Crash
(Power Thrust)
  • 3% RunSpeed
  • 2.5% Resistance(Smashing)
  • Knockback Protection (Mag -3)
  • 6% (0.3 HP/sec) Regeneration
  • 7.5% Enhancement(RechargeTime)
Mako's Bite
(Energy Punch)
  • MezResist(Immobilize) 3.3%
  • 18.1 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Adjusted Targeting
(Build Up)
  • 2% DamageBuff(All)
  • 1.26% Resistance(Energy,Negative)
Thunderstrike
(Power Burst)
  • 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)
Mako's Bite
(Bone Smasher)
  • MezResist(Immobilize) 3.3%
  • 18.1 HP (1.5%) HitPoints
  • 3% DamageBuff(All)
  • MezResist(Held) 3.3%
  • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
Gift of the Ancients
(Combat Jumping)
  • 7.5% RunSpeed
Adjusted Targeting
(Aim)
  • 2% DamageBuff(All)
  • 1.26% Resistance(Energy,Negative)
Aegis
(Tough)
  • 5% RunSpeed
  • 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
  • 2.5% XPDebtProtection
  • 3.13% Defense(AoE), 1.56% Defense(Fire), 1.56% Defense(Cold)
  • 3.13% Resistance(Toxic)
  • 3% Resistance(Psionic)
Doctored Wounds
(Aid Self)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
  • 1.26% Resistance(Toxic,Psionic)
Crushing Impact
(Total Focus)
  • MezResist(Immobilize) 2.2%
  • 13.6 HP (1.12%) HitPoints
  • 7% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 2.5% Resistance(Psionic)
Red Fortune
(Personal Force Field)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Titanium Coating
(Temp Invulnerability)
  • MezResist(Sleep) 2.2%
  • 18.1 HP (1.5%) HitPoints
  • MezResist(Stun) 2.2%
  • MezResist(Held) 2.75%
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Titanium Coating
(Force of Nature)
  • MezResist(Sleep) 2.2%
  • 18.1 HP (1.5%) HitPoints
  • MezResist(Stun) 2.2%
  • MezResist(Held) 2.75%
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)



JJ


I delete more 50s, then you'll ever have.
http://www.pandora.com/people/jjdemon

 

Posted

Alright, looking over everything you guys have said, I've taken into account a few things.
I took Power Burst rather then Power Boost, an Acrobatics rather then Weave. I kept EM pulse for now, I'm gonna try it out an see how I like it, if I don't care for it, I'll change it to explosive blast to add onto the two other AoE attacks.
Speaking of those, what should I do with them? Alot of people seem to slot energy torrent with knockback, an I noticed static discharge drains enemy end, so should I maybe slot SD for more end drain and knockback on ET? Seems like a good crowd combo when low on end. Hit them for the drain, then knock them back.

I also have a technical question, what does defense do? Does it just avoid getting hit all together and resistance reduces damage?

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

Level 50 Mutation Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Electrical Mastery

Hero Profile:
------------
Level 1: Power Blast Empty(A), Empty(3), Empty(3), Empty(5), Empty(5), Empty(7)
Level 1: Power Thrust Empty(A), Empty(7), Empty(9), Empty(9), Empty(11), Empty(11)
Level 2: Energy Punch Empty(A), Empty(13), Empty(13), Empty(15), Empty(15), Empty(17)
Level 4: Build Up Empty(A), Empty(27)
Level 6: Combat Jumping Empty(A), Empty(17), Empty(19)
Level 8: Hurdle Empty(A)
Level 10: Bone Smasher Empty(A), Empty(19), Empty(21), Empty(21), Empty(23), Empty(23)
Level 12: Aim Empty(A), Empty(25)
Level 14: Super Jump Empty(A)
Level 16: Health Empty(A), Empty(25), Empty(27)
Level 18: Conserve Power Empty(A)
Level 20: Stamina Empty(A), Empty(29), Empty(29)
Level 22: Energy Torrent Empty(A), Empty(31), Empty(31), Empty(31), Empty(33), Empty(33)
Level 24: Hasten Empty(A)
Level 26: Boxing Empty(A)
Level 28: Tough Empty(A), Empty(33), Empty(34), Empty(34), Empty(34), Empty(36)
Level 30: Acrobatics Empty(A)
Level 32: Nova Empty(A), Empty(36), Empty(36), Empty(37), Empty(37), Empty(37)
Level 35: Power Burst Empty(A), Empty(39), Empty(39), Empty(39), Empty(40), Empty(40)
Level 38: Total Focus Empty(A), Empty(40), Empty(42), Empty(42), Empty(42), Empty(43)
Level 41: Static Discharge Empty(A), Empty(43), Empty(43), Empty(45), Empty(45), Empty(45)
Level 44: Charged Armor Empty(A), Empty(46), Empty(46), Empty(46), Empty(48), Empty(48)
Level 47: Surge of Power Empty(A), Empty(48), Empty(50), Empty(50), Empty(50)
Level 49: EM Pulse Empty(A)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Defiance


 

Posted

Knockback enhancers will only increase the knockback distance and magnitude. It has no effect on chance for knockback, which is 60% for energy torrent.

Whatever you do, do not slot Discharge for end modification. You get no endurance back from them, and its base is only -5 endurance (meaning fully slotted is only about -10). With endurance draining, it is only worthwhile if you can sap all of the endurance and hit them with -recovery to keep it there. If they have even a sliver of endurance, they may as well have a full bar.


 

Posted

I'd never skip either of the first two attacks in a blaster primary... they're great for building defiance, attack chain fillers, and for the times when you get mez'd, especially when your tier 1 secondary is a KB power that's going to biff your melee target out of range while you're mez'd.


 

Posted

I have a 50 Eng/Eng/Eng Blaster and he is my primary. I wouldn't call him a Blapper because the defense just isn't enough to hold multiple enemies at once, but I do rely on Total Focus and Bone Smasher as a finishing blow to Bosses - the stun is a powerful compliment to the knockback when soloing and he can hold his own for the most part.
I can solo most missions at +2 difficulty and my attack chain starts with torrent, exp. blast, then single target blasts or melee combos depending. Most mobs don't last long and I almost never need to drop Nova. The key is defense with Combat Jumping, Fighting, Energy Mastery and smart, albeit expensive i/o's: SM/L - 19.98, Melee - 17.48, Range - 22.48. There are builds that can get better, but they sacrifice too much playability imho.
A key to teaming is playing more the Blaster role and watching your KB. Explosive Blast is better than Energy Torrent (knockUP rather than KnockBACK) unless you have your Damage maxed and take out the minion groups with this combo or you just like pissing off Tanks.
Anyway, personally, I love this build and have a blast playing it. Pun intended.