Blapping: Ice/Electric
I wouldn't worry about AoE defense... so you can drop the 3rd Zephyrs where you have it.
The GFSC in buildup is a lot of slots for not much return (it's melee/ranged/AoE... no smash/lethal)... take some of those slots and put them in boxing to get another set of kinetic combat... combat jumping could use some +defense, too... which might get you to soft cap smash/lethal.
The PVP +3 defense takes big bucks and patience to get, but it certainly helps a lot since it gives you +6 of the +90 (45+45) that you're looking for.
Also, defense powers can be 3 slotted with LoTG proc/LoTG defense/Enzyme HamiO for good recharge and almost full +defense... and that slotting helps with endurance, too.
I probably wouldn't bother slotting out so much +hold... it doesn't do any good to hold something that can't hit you.
I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.
Less holding more killing.
(Sorry for brevity; just wrote a giant chunk for some other new blaster.)
also, blaster guide in sig.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Hey there.
I love Melee. I love getting right into the faces of Crey and Council and knocking their lights out. For a while, I've played Brutes and Scrappers as my mains. Heck, even my Fire/Kin/Stone Controller lives in Melee range and pummels purple-conning bosses with Seismic Smashes to the Face.
With IOs, I've been able to get some pretty retarded survivability out of my melee toons and it really got me thinking that Blasters might be one direction to look at.
I've been playing a bit in Mids and have had some limited success but my lack of experience with Blasters is a bit of a handicap.
I decided on Ice/Electric (and eventualy /Ice for the APP) for a few reasons. It gives me access to three holds, which allow me to lock down large targets in melee range. Ice does good single target damage and has a nice secondary effect. I figure I can conbine holds and Lightning Field to decent effect when soloing. Also, Power Sink gives me a great endurance recovery power. Once I get to my APP, I'll also be looking at good S/L def to build on with ranged defense as well.
After playing in Mids, I came up with 40.5 S/L, 39.5 Ranged and almost +15% global damage. However, I'm only looking at 5% global recharge, which I'm not deliriously happy with. Compound this with not quite soft-capped S/L and Ranged and I'm not a happy camper.
I'm wondering if, with PS, I should get rid of Fitness (or even just Health/Stamina and keep Hurdle for mobility) and if I replace it, what with? Considering how slot-poor I am, I don't see anything super viable. So, hopefully you Blaster afficianados can help me out accordingly.
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: Ice Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21)
Level 1: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(43), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 2: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5)
Level 4: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(36)
Level 6: Hurdle -- Jump-I(A)
Level 8: Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(9), Lock-Rchg/Hold(9), Lock-EndRdx/Rchg/Hold(11), Lock-Acc/EndRdx/Rchg/Hold(11), Lock-%Hold(13)
Level 10: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(15), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(17)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(13)
Level 14: Health -- Heal-I(A)
Level 16: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(33), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48), GSFC-Build%(50)
Level 18: Bitter Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46)
Level 22: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(23), Zephyr-ResKB(23)
Level 24: Boxing -- Empty(A)
Level 26: Bitter Freeze Ray -- Lock-Acc/Hold(A), Lock-Acc/Rchg(27), Lock-Rchg/Hold(27), Lock-EndRdx/Rchg/Hold(29), Lock-Acc/EndRdx/Rchg/Hold(29), Lock-%Hold(31)
Level 28: Tough -- S'fstPrt-ResDam/Def+(A)
Level 30: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 32: Weave -- DefBuff-I(A), DefBuff-I(33)
Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(40), RechRdx-I(42)
Level 38: Shocking Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Lock-Rchg/Hold(40), Lock-EndRdx/Rchg/Hold(40)
Level 41: Snow Storm -- CtlSpd-Acc/Slow(A), CtlSpd-EndRdx/Rchg/Slow(42), CtlSpd-Acc/EndRdx(42), CtlSpd-Dmg/Slow(43)
Level 44: Frozen Armor -- DefBuff-I(A), DefBuff-I(45), DefBuff-I(45)
Level 47: Hoarfrost -- RechRdx-I(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance