Ranged Defense for the Hover Blaster - in the right forum, too!
(okay, first, check that the forum is Blaster, not just an Archetype that begins with B... Blaster, good!)
I'm considering a new Blaster character, and looking to be a hover-blaster. Currently, I am considering a Fire/MM or Fire/EM blaster, but that can be changed as needed. The thing is, I'm trying to figure out how much ranged defense I should try to fit into my build. I know in the ideal, I would get 45% - I'm just not sure that's feasible (may require taking power or dedicating slots in ways I would rather avoid), or even possible. Anyone have a suggestion for what I should consider to be 'good enough' ranged defense? |
My Energy Blaster went the Hover Blaster route and his Ranged Def of 37% was mighty fine.
But as a supplement he also took Power Mastery for PFF and Medicine Pool for Aid Self.
So, I guess what I am saying is that you should look at Tiered survival.
Powercell (My Blaster)
Tough + Charged Armor : for resistance
Weave + Hover + IOs : for avoidance
Medicine pool + Health + Regen IOs : for healing
Also, dont chase IOs sets and as a result, short-slot your powers that help you actually defeat enemies.
Two of my favorite IO sets for this strategy are Thunderstrike and Blessing of the Zephyr.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
My ranged def blaster is an AR/EM with currently roughly 43% def. It went the route of combat jumping + weave and that cheap ranged set that gives two lots of def.
Soon as i hit 35% i felt like a /sr character so i'ld say aim for 35% as a minimum and only higher if your character can afford the loss of stats elsewhere.
@Damz Find me on the global channel Union Chat. One of the best "chat channels" ingame!
Perhaps you were referencing Red Fortune? I have a set of that in Weave and 2 Botz in both Hover and Fly. At one point I also had CJ, but decided Medicine pool was good, since he is also a tech origin.
BIOSPARK :: DARKTHORN :: SKYGUARD :: WILDMAGE
HEATSINK :: FASTHAND :: POWERCELL :: RUNESTAFF
Fire Ment ?
World of Confusion slot with 6 coercive persuasion.
Thunderstrike in the single target ranged powers.
You want two pieces of blessing of the zephyr in your travel powers.
A steadfast in your epic armor.
That should take you most of the way there. If you want add in travel powers and its very easy to softcap with additional bleasing of the zyphers.
Well, here's what I've come up with so far. It's got 40% Ranged defense, 49% Smashing/Lethal resistance, 236% Regen, with Aid Self to boot.
_-=^=-_
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: Mental Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Fire Blast
- (A) Thunderstrike - Accuracy/Damage/Endurance: Level 35
- (3) Thunderstrike - Damage/Endurance/Recharge: Level 35
- (5) Thunderstrike - Accuracy/Damage: Level 35
- (9) Thunderstrike - Damage/Recharge: Level 35
- (9) Thunderstrike - Damage/Endurance: Level 35
- (37) Thunderstrike - Accuracy/Damage/Recharge: Level 35
- (A) Thunderstrike - Damage/Endurance/Recharge: Level 35
- (40) Thunderstrike - Accuracy/Damage: Level 35
- (40) Thunderstrike - Accuracy/Damage/Endurance: Level 35
- (43) Thunderstrike - Damage/Endurance: Level 35
- (43) Thunderstrike - Damage/Recharge: Level 35
- (46) Thunderstrike - Accuracy/Damage/Recharge: Level 35
- (A) Thunderstrike - Accuracy/Damage: Level 35
- (3) Thunderstrike - Damage/Endurance/Recharge: Level 35
- (7) Thunderstrike - Accuracy/Damage/Endurance: Level 35
- (15) Thunderstrike - Damage/Endurance: Level 35
- (15) Thunderstrike - Damage/Recharge: Level 35
- (37) Thunderstrike - Accuracy/Damage/Recharge: Level 35
- (A) Mako's Bite - Chance of Damage(Lethal): Level 35
- (5) Mako's Bite - Damage/Endurance: Level 35
- (7) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 35
- (17) Mako's Bite - Damage/Recharge: Level 35
- (17) Mako's Bite - Accuracy/Endurance/Recharge: Level 35
- (34) Mako's Bite - Accuracy/Damage: Level 35
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 35
- (42) Blessing of the Zephyr - Knockback Reduction (4 points): Level 35
- (A) Flight Speed IO: Level 35
- (A) Positron's Blast - Accuracy/Damage: Level 35
- (11) Positron's Blast - Damage/Endurance: Level 35
- (11) Positron's Blast - Damage/Recharge: Level 35
- (23) Positron's Blast - Damage/Range: Level 35
- (23) Positron's Blast - Accuracy/Damage/Endurance: Level 35
- (A) Positron's Blast - Accuracy/Damage: Level 35
- (13) Positron's Blast - Damage/Endurance: Level 35
- (13) Positron's Blast - Damage/Recharge: Level 35
- (34) Positron's Blast - Damage/Range: Level 35
- (34) Positron's Blast - Accuracy/Damage/Endurance: Level 35
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 35
- (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 35
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 35
- (43) Numina's Convalescence - Heal: Level 35
- (A) Thunderstrike - Accuracy/Damage/Endurance: Level 35
- (19) Thunderstrike - Damage/Endurance/Recharge: Level 35
- (19) Thunderstrike - Accuracy/Damage: Level 35
- (31) Thunderstrike - Damage/Endurance: Level 35
- (31) Thunderstrike - Damage/Recharge: Level 35
- (31) Thunderstrike - Accuracy/Damage/Recharge: Level 35
- (A) Endurance Modification IO: Level 35
- (21) Endurance Modification IO: Level 35
- (21) Endurance Modification IO: Level 35
- (A) Healing IO: Level 35
- (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 35
- (25) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 35
- (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 35
- (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 35
- (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 35
- (50) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 35
- (A) Recharge Reduction IO: Level 35
- (27) Recharge Reduction IO: Level 35
- (27) Recharge Reduction IO: Level 35
- (A) Numina's Convalescence - Heal: Level 35
- (29) Numina's Convalescence - Heal/Endurance: Level 35
- (29) Numina's Convalescence - Endurance/Recharge: Level 35
- (46) Numina's Convalescence - Heal/Recharge: Level 35
- (46) Numina's Convalescence - Heal/Endurance/Recharge: Level 35
- (A) Accuracy IO: Level 35
- (A) Scirocco's Dervish - Damage/Recharge: Level 35
- (33) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 35
- (33) Cleaving Blow - Accuracy/Damage: Level 35
- (33) Cleaving Blow - Damage/Recharge: Level 35
- (48) Cleaving Blow - Damage/Endurance: Level 35
- (A) Reactive Armor - Resistance: Level 35
- (36) Reactive Armor - Resistance/Endurance: Level 35
- (36) Reactive Armor - Resistance/Endurance/Recharge: Level 35
- (36) Reactive Armor - Resistance/Recharge: Level 35
- (37) Steadfast Protection - Resistance/+Def 3%: Level 30
- (A) Luck of the Gambler - Defense: Level 35
- (39) Luck of the Gambler - Defense/Endurance: Level 35
- (39) Luck of the Gambler - Defense/Recharge: Level 35
- (39) Luck of the Gambler - Defense/Endurance/Recharge: Level 35
- (A) Recharge Reduction IO: Level 35
- (A) Reactive Armor - Resistance: Level 35
- (45) Reactive Armor - Resistance/Endurance: Level 35
- (45) Reactive Armor - Resistance/Recharge: Level 35
- (45) Reactive Armor - Resistance/Endurance/Recharge: Level 35
- (A) Scirocco's Dervish - Damage/Endurance: Level 35
- (48) Scirocco's Dervish - Damage/Recharge: Level 35
- (48) Cleaving Blow - Accuracy/Damage: Level 35
- (50) Cleaving Blow - Damage/Endurance: Level 35
- (50) Cleaving Blow - Damage/Recharge: Level 35
- (A) Recharge Reduction IO: Level 35
Level 1: Brawl
- (A) Accuracy IO: Level 35
- (A) Run Speed IO: Level 35
- (A) Recharge Reduction IO: Level 35
------------
Set Bonus Totals:
- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 6.75% Defense(Smashing)
- 6.75% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 29.3% Defense(Energy)
- 29.3% Defense(Negative)
- 3% Defense(Psionic)
- 6.75% Defense(Melee)
- 33% Defense(Ranged)
- 5.5% Defense(AoE)
- 12.5% Enhancement(RechargeTime)
- 55% Enhancement(Accuracy)
- 6% Enhancement(Heal)
- 21% FlySpeed
- 76.8 HP (6.37%) HitPoints
- 21% JumpHeight
- 21% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 6.6%
- MezResist(Immobilize) 5.5%
- 17.5% (0.29 End/sec) Recovery
- 54% (2.72 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 21% RunSpeed
Set Bonuses:
Thunderstrike
(Fire 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)
(Subdual)
- 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)
(Flares)
- 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)
(Mind Probe)
- 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)
(Hover)
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
- Knockback Protection (Mag -4)
(Psychic Scream)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Fire Ball)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Fly)
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Health)
- 12% (0.6 HP/sec) Regeneration
(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)
(Aim)
- 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)
(Aid Self)
- 12% (0.6 HP/sec) Regeneration
- 22.6 HP (1.87%) HitPoints
- 6% Enhancement(Heal)
- MezResist(Held) 3.3%
(Inferno)
- 10% (0.5 HP/sec) Regeneration
(Inferno)
- 1% (0.02 End/sec) Recovery
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
(Tough)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Tough)
- 3% Defense(All)
(Weave)
- 10% (0.5 HP/sec) Regeneration
- 13.6 HP (1.12%) HitPoints
- 9% Enhancement(Accuracy)
(Temp Invulnerability)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Psychic Shockwave)
- 10% (0.5 HP/sec) Regeneration
(Psychic Shockwave)
- 1% (0.02 End/sec) Recovery
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
_-=^=-_
Inexpensive, it is not, but it looks pretty survivable... at least against things I can keep at range.
My only issue is AoE - I ended up taking only 2 of the ranged AoE powers, and 2 PBAoEs. As Fire Blasters are supposed to be AoE specialists, I am suddenly worried that I am missing the point... ^^;;
Any suggestions regarding this build?
-This Space Intentionally Left Blank.-
If you are willing to sacrifice the .63 ranged def you are getting from Inferno you can pick up Fire breath which will up your aoe damage considerably and you can slot it with posi's blast for some extra recharge.
Lornac
Mighty Lornac lvl 50 Fire/fire/Flame Blaster
jarlxaz Lvl 50 Claws/regen Scrapper
Beware the Bowtie lvl 50 Dual blades/willpower brute
Static Guardian lvl 50 FF/Elec Defender
and a few others
If you are willing to sacrifice the .63 ranged def you are getting from Inferno you can pick up Fire breath which will up your aoe damage considerably and you can slot it with posi's blast for some extra recharge.
Lornac |
However, is dropping the Nuke wise? I can't recall seeing any advice for any blaster to drop the nuke...
Also, is Breath of Fire really superior to Rain of Fire? Of course, there, I've seen that advise before...
Hmmm... I'll play around with a nuke-less build, see what I can do...
-This Space Intentionally Left Blank.-
This is my fire/energy build
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Booster Blue Defense: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(43)
Level 1: Power Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(3), KinCrsh-Rchg/KB(3), KinCrsh-Rechg/EndRdx(5), KinCrsh-Dmg/EndRdx/KB(5), KinCrsh-Acc/Dmg/KB(7)
Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(27)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(19)
Level 6: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(23), AdjTgt-EndRdx/Rchg(23), AdjTgt-ToHit/EndRdx(25), AdjTgt-Rchg(25)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(21), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(31)
Level 10: Hover -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(33), LkGmblr-Rchg+(39)
Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(48), AdjTgt-Rchg(50)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31)
Level 16: Swift -- Flight-I(A)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(46)
Level 20: Health -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(27), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(29), Numna-Heal(34), Numna-Regen/Rcvry+(34)
Level 22: Stamina -- EndMod-I(A), P'Shift-End%(50)
Level 24: Maneuvers -- EndRdx-I(A), LkGmblr-Rchg+(34)
Level 26: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(31), Mantic-Acc/ActRdx/Rng(39), Mantic-Dmg/ActRdx/Rchg(48), Mantic-Dmg/EndRdx/Rchg(50)
Level 28: Power Boost -- RechRdx-I(A)
Level 30: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), LkGmblr-Rchg+(42)
Level 32: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(43), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Dam%(46)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(42)
Level 41: Shocking Bolt -- Lock-Acc/Hold(A), Lock-Acc/Rchg(43), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(48)
Level 44: Rain of Fire -- Acc-I(A)
Level 47: Charged Armor -- S'fstPrt-ResDam/Def+(A)
Level 49: Conserve Power -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Virtue: @Santorican
Dark/Shield Build Thread
This is my cosmic concept/fun toons build, but I made it pretty smokin.
The good thing about this build is secondary powerset isnt important, as this build can be copied across any existing Blaster secondary with Fire as the primary.
Capped Ranged D with a Hoarfrost and Hibernoob, with a pretty quick Hover and SS to boot, with unlimited endo goodness.
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1415;692;1384;HEX;| |78DAA594596F125114C7EFC0500A0CA558BB6F50BA53E8A2C62E71EB1635629AD6F| |4496DB09DC2543210A07579F203F8A4469F6A5D3E821A357E13F5C16F82E79CFFA5| |A9E9A313F8FFEE9C7BB67B9821F378D952EAD9156584970AD94A656B91B46A971B3| |3FBD56CD529BAD1DBC5836C6CD3CE65B796ED5DDBADD87EA554A776DB5ACFBA397B| |27BDEA946D84C6EB3B1BFBA552B15CC55626EB3AA5FD0232DE70F376D976ABE9FA2| |2B8562C16D21B25DBDEB164B9EA545DBB5209E1A6E0E4F2D5B0DEA0A5E3E6A22B25| |673BBD542CEC506A2EF7A483BA1AA3EF3555BF6A3E754898569EB7C091C07C07BC1| |7347C101C9C8E6A405423A21A1115445410518BA4868E32663C6CB2CE01E7054D17| |808B82E66F12F588D4ABA3BCBB626ACE09CEE4014770760F782818A0B1FBA458CDE| |34B8AA9ED1F2C93FA755AFF2731757D16F47C01BE0AFAD0C534A2AE920674540007| |EFC0C13B70F02E1CBC0F079FC4C157484388F2848EE470B18F8209A44D502761746| |B847FC2E197C0473B11ECA8484A9CFD648A6AE7E84D5A8CA8D4A62153A79D16EC98| |2D2F243EFE12782548BC06DE089E9263AB6EAB156D25D0D620DA0A50BE76E4F3B6A| |3AD38DA1A4B8843AA55EAAEF223AEA7D289A9F4612A8398CA20A6328CA90C632A1E| |CADE8D28D51D1793974CBDBA602F57EE55B119AFC45C26A3E955239A2679F6C3D3D| |71F942E46428025488505934D4044709DFC0750D21C98C549E68079C1F802704910| |A2224370378670FEF1DF823C3535AA7B1FADD1A5FED0FF42520F33B921D52632C68| |9DF788F42D23A593A79F2A1B2A8CC94DE9942996994E9318FDF33FA70995BA72C6B| |E6F15BA50CB1C4CDFA8B56FBAFEBBB55CF13580F92DE6159233136797597E51EDFD| |EE75596E501DF6EF3AAF6C3AA771A99E586E658E65916589EB3939FDF8A108BC512| |66696289B034B3B4B0B4B174B11CB2D4FE02526C0666| |-------------------------------------------------------------------|
Having Hibernoob and Hoarfrost also allows me to PvP with him every now and then and still be pretty effective.
Ping me at @Psion or Psion2.
I am willing to sacrifice some defense. Everything over 35% is gravy.
However, is dropping the Nuke wise? I can't recall seeing any advice for any blaster to drop the nuke... Also, is Breath of Fire really superior to Rain of Fire? Of course, there, I've seen that advise before... Hmmm... I'll play around with a nuke-less build, see what I can do... |
Rain of Fire causes the mobs to scatter, making it problematic for many builds. I have it on my Fire/Dark corruptor and it works fairly well there because of Tar Patch. I also have it on a Fire/EM blaster, and it generally works well in combination with Fireball and Fire Breath -- the three are more or less compatible. I skipped the nuke on my corruptor because the end crash would drop Darkest Night, which is a very important component of my defenses.
Part of your mitigation is in toggles as well (Tough, Weave, Temp Invuln), which will drop when you use the nuke. Assuming that you'll only use the nuke when there are just LTs and minions (or if you're on a team), you should be fine. I took the nuke on my Fire/EM blaster because it's all about burning everything ASAP, and she doesn't expect anything to survive so the toggle drop doesn't matter.
Most of your AoE choice is personal preference. If you haven't used these kinds of powers before I'd suggest you try out all the powers by copying your character to test before you invest heavily in IOs and respecing there, so you get a feel for how they play.
Silly question regarding the above build: I thought you couldn't get more than 5 bonuses of the same type from IO sets...
The above build has more than 5 ranged def. bonuses.
Is the 5 rule only applied for certain bonuses?
Silly question regarding the above build: I thought you couldn't get more than 5 bonuses of the same type from IO sets...
The above build has more than 5 ranged def. bonuses. Is the 5 rule only applied for certain bonuses? |
Best example is you could get five 5% recharge bonuses, then five 7.5% recharge bonuses, then five 7.5% LotG recharge bonuses.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Oh wow. That's a big piece of the puzzle I was missing there...
Thanks for the answer!
I suppose it's rather easy and possible to go for capped range defense without spending a fortune?
Oh wow. That's a big piece of the puzzle I was missing there...
Thanks for the answer! I suppose it's rather easy and possible to go for capped range defense without spending a fortune? |
Actually hitting 40-45% defense is going to cost considerably more inf and will also require some significant build compromises... things like skipping nukes, not capping Hover speed (doesn't bother some people, but it does me), sacrificing a lot of recharge (or requiring LotGs to get it, which drives the price way up), and needing to "waste" slots and power picks on set mule powers. Capping the ranged defense itself isn't horribly expensive (though it's going to cost a few hundred mil)... but getting enough recharge for a good attack chain after slotting all those +defense sets (which generally lack +recharge) is.
I'd suggest trying for around 35% ranged defense and Aid Self unless you are wanting to solo 8-man spawns. If you are, you'll probably need the capped defense to survive alphas. That build Santorican posted is nice, but it'll likely cost around a billion inf thanks to the uniques and LotGs, you'll be kind of slow when hovering (you may want to use a bind that switches to Fly when moving), and you lack Aid Self or Inferno. The build does have good regen so Aid Self may not be needed, but no Inferno? That's missing out on a lot of fun... I'd consider dropping Total Focus for Inferno and living with only 43% ranged defense, but that's just me. After all, how often are you going to be using a slow-animating melee attack on a ranged build?
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
Depends on what you consider a fortune. My Archery / Energy hover Blaster has around 30% ranged defense and 45% global recharge... his build cost around 100 million and I find it very playable. I can almost softcap with one small purple and overcap with one medium, so I can use Lucks for times I need more defense (like EBs) and 30% defense is plenty for normal spawns if you're not trying to solo 8-mans.
Actually hitting 40-45% defense is going to cost considerably more inf and will also require some significant build compromises... things like skipping nukes, not capping Hover speed (doesn't bother some people, but it does me), sacrificing a lot of recharge (or requiring LotGs to get it, which drives the price way up), and needing to "waste" slots and power picks on set mule powers. Capping the ranged defense itself isn't horribly expensive (though it's going to cost a few hundred mil)... but getting enough recharge for a good attack chain after slotting all those +defense sets (which generally lack +recharge) is. I'd suggest trying for around 35% ranged defense and Aid Self unless you are wanting to solo 8-man spawns. If you are, you'll probably need the capped defense to survive alphas. That build Santorican posted is nice, but it'll likely cost around a billion inf thanks to the uniques and LotGs, you'll be kind of slow when hovering (you may want to use a bind that switches to Fly when moving), and you lack Aid Self or Inferno. The build does have good regen so Aid Self may not be needed, but no Inferno? That's missing out on a lot of fun... I'd consider dropping Total Focus for Inferno and living with only 43% ranged defense, but that's just me. After all, how often are you going to be using a slow-animating melee attack on a ranged build? |
I play an Archery/Devices blaster, and personally, I got to the 45% ranged defense with around a 57% global recharge, and it was expensive to make, and tricky to choose powers to keep the character playing like I wanted it too.
I would try to get as close to the softcap as possible, but hitting the upper 30% range with some aid self will make for a playable toon at a fairly inexpensive cost.
I'd be more than happy myself with 30% ranged defense. I run normal missions at the normal setting (although I turn it up a notch or two post-Stamina usually).
Could someone outline a general strategy to get to 30% on the cheap? I have a fire/fire blaster I play (when I get tired of my scrapper)... I plan on taking CJ, SJ, and acrobatics, Hurdle (or Swift), Health and Stamina, and 3 powers from the Flame Epic for flavour. I'd rather not take Hover and Fly, and just use terrain and mobility to stay out of range. Would this still be workable? Aid Self I could work in, as I find that there's a lot of skippable stuff in the Fire secondary. Anything under 100 million Influence I can swing, as I like running Story Arcs, and usually by the 30's I have enough to get a nice recipe for the AH.
Also, what the thought on slotting Health and Stamina on a blaster? The Numina set is nice for the ranged defense bonus, but this is way too expensive... What about Stamina? 3 slots on both of these with regular IO's?
I'm sorry, I hope this is not considered thread-jacking, if so, please disregard my questions...
The traditional start is Tough/Weave [5.6%] with a Steadfast [3%] and Combat Jumping [2%ish]. That's 10.6%. Admittedly, that's also three power slots. If you don't mind waiting till the 40's, you can put the Steadfast into Fire Shield and try to get the other 5.6% somewhere else.
6-slot Thunderstrike in Flares, Fire Bolt, and Blaze for 3.75% each (11.25% total) for 22.1% .
2-slot Combat Jump and Super Jump with the cheap Zephyrs for 3.13% each (6.25% total) for 28.3% . There's a lot of ways to get the last couple percent- I'd probably slot Char with three Thunderstrikes, possibly slot three Eradications in Fire Sword Circle, like that. I'd actually go for 32.5% because then you are CAPPED with a single purple insp of any size.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Awesome, thanks for the answer!
Your build has three AoEs already (Fireball, Psychic Scream and Psychic Shockwave), so you'll be able to drop all the minions in a spawn pretty easily. But they're three different kinds. The PBAoE will be the problem -- after you hit them with Fireball and Psychic Scream you'll have to run into the group and let loose with Shockwave to finish them off. It would be easier and safer if your AoEs were more compatible. |
So I'd go like this:
Hover over a mob, detoggle hover, dropping you smack into the middle of it, Psi Shockwave, point-blank Fireball, then retoggle hover and go straight up, firing Psi Scream downward at them.
It kind of defeats the purpose of being a hover-blaster, but it would be a way to use all 3 AoEs effectively.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
If you want a ranged defense hover blaster, fire/em is your horse.
boost range is a must have. Do not ever skip firebreath (especially if you have boost range).
I personally always skip the nuke on a ranged blaster. The last thing you ever want is to end crash detoggle and drop into the middle of some pissed off bosses with only ranged defense...
Plus you do not need it. It will only lower your DPS. Fireball/firebreath and blaze with boost range take care of most anything very quickly. If you team with trollers rain of fire can add a ton of damage as long as you have some AoE immobs on the spawn. If its a solo build RoF is optional , but i like it because it is mitigation in its own right by causing mobs to run in fear... while it burns them to death.
I do not feel any need for aid self once my ranged is capped and I have hover, because all it takes is one green insp to prevent any steaky hits from killing me, and I have nearly 50% smash/lethal resists as well to reduce incoming damage so its near impossible to 2 shot me barring being hit by AVs.
Heres what I use:
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
missrangeddef: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Power Pool: Fighting
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(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Power Thrust -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(11), Mako-Dam%(11)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15)
Level 4: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Dmg/EndRdx/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Acc/Dmg/Rchg(21)
Level 6: Build Up -- RechRdx-I(A), RechRdx-I(21)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(25), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(27)
Level 10: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(29), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(31), Ragnrk-Knock%(40)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(31)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-ResKB(33)
Level 16: Swift -- Flight-I(A)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(33)
Level 20: Stamina -- P'Shift-End%(A), EndMod-I(23), P'Shift-EndMod(33)
Level 22: Aim -- RechRdx-I(A), RechRdx-I(34)
Level 24: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(37)
Level 26: Blazing Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(43)
Level 28: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(34), Ksmt-ToHit+(34), LkGmblr-Rchg+(50)
Level 30: Boxing -- P'ngS'Fest-Stun%(A)
Level 32: Tough -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam(40)
Level 35: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def(42), RedFtn-EndRdx(42), RedFtn-Def/Rchg(46), RedFtn-Def/EndRdx/Rchg(48), RedFtn-EndRdx/Rchg(50)
Level 38: Boost Range -- RechRdx-I(A)
Level 41: Shocking Bolt -- Lock-Acc/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(42), Lock-%Hold(43), Lock-Acc/Rchg(43), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(46)
Level 44: Charged Armor -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), S'fstPrt-ResDam/Def+(46)
Level 47: Surge of Power -- RctvArm-ResDam(A), RctvArm-ResDam/Rchg(48), RctvArm-ResDam/EndRdx/Rchg(48)
Level 49: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50)
------------
Level 1: Brawl -- P'ngS'Fest-Stun%(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
------------
Set Bonus Totals:
- 8% DamageBuff(Smashing)
- 8% DamageBuff(Lethal)
- 8% DamageBuff(Fire)
- 8% DamageBuff(Cold)
- 8% DamageBuff(Energy)
- 8% DamageBuff(Negative)
- 8% DamageBuff(Toxic)
- 8% DamageBuff(Psionic)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 31.4% Defense(Energy)
- 31.4% Defense(Negative)
- 3% Defense(Psionic)
- 3% Defense(Melee)
- 39.3% Defense(Ranged)
- 5.5% Defense(AoE)
- 31.3% Enhancement(RechargeTime)
- 55% Enhancement(Accuracy)
- 2.5% Enhancement(Held)
- 21% FlySpeed
- 18.1 HP (1.5%) HitPoints
- 21% JumpHeight
- 21% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 5.5%
- MezResist(Immobilize) 8.8%
- 15.5% (0.26 End/sec) Recovery
- 5.99% Resistance(Fire)
- 5.99% Resistance(Cold)
- 21% RunSpeed
I am willing to sacrifice some defense. Everything over 35% is gravy.
However, is dropping the Nuke wise? I can't recall seeing any advice for any blaster to drop the nuke... Also, is Breath of Fire really superior to Rain of Fire? Of course, there, I've seen that advise before... Hmmm... I'll play around with a nuke-less build, see what I can do... |
Breath of fire is WAY better overall than the nuke, or rain of fire. After fireball its the number 1 power you should look to gettting. aim or build up, fireball, and fire breath will take out all minnions and most of the lts HP. Rain of fire is the icing on the cake. And the nuke is always fun. Honestly, if you're skipping those powers, then you must have a pvp build cause i would never do it without those honestly.
But fireball and fire breath are no brainers. I can see reasons for dropping either rain of fire or inferno, but i wouldn't do it.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
Hey OneWhoBinds, I love your build! And fits very nicely into my Archery/MM build with the same bonuses. Thanks for posting.
Plasmic's Guide to Sonic/Mental
Plasmic's Guide to Regeneration
Plasmic Fire - 50 Fire/Rad Victory Server
(okay, first, check that the forum is Blaster, not just an Archetype that begins with B... Blaster, good!)
I'm considering a new Blaster character, and looking to be a hover-blaster.
Currently, I am considering a Fire/MM or Fire/EM blaster, but that can be changed as needed.
The thing is, I'm trying to figure out how much ranged defense I should try to fit into my build. I know in the ideal, I would get 45% - I'm just not sure that's feasible (may require taking power or dedicating slots in ways I would rather avoid), or even possible.
Anyone have a suggestion for what I should consider to be 'good enough' ranged defense?
-This Space Intentionally Left Blank.-