First Attempt at IO building. Fire/Elec Blaster
So I have been talking to some friends ingame. They have given me some interesting suggestions. While noone has posted a comment here, I would like to revamp my build. Here it is. The goal is to be team oriented(mostly TFs and story arcs). I am building to exemp(again TFs). I want to have as much recharge, S/L resist, and damage buff as possible while not nerfing the individual powers. I think this will give me what I want. If you think it can be done for cheaper or more efficiently with slotting, thats always a plus. THanks in advance for your help.
Sirken
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Concealment
Power Pool: Teleportation
Power Pool: Speed
Power Pool: Fitness
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Flares -- Dev'n-Hold%(A), Dev'n-Acc/Dmg(3), Dev'n-Dmg/EndRdx(5), Dev'n-Acc/Dmg/EndRdx/Rchg(7)
Level 1: Electric Fence -- P'Shift-End%(A)
Level 2: Fire Blast -- Dev'n-Hold%(A), Dev'n-Acc/Dmg(3), Dev'n-Dmg/EndRdx(5), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/Rchg(15), Dev'n-Acc/Dmg/EndRdx/Rchg(17)
Level 4: Charged Brawl -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(9), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(19), Mako-Dam%(19)
Level 6: Stealth -- GftotA-Run+(A), GftotA-Def(23)
Level 8: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(11), Ragnrk-Acc/Dmg/Rchg(13), Ragnrk-Acc/Rchg(13), Ragnrk-Dmg/EndRdx(15), Ragnrk-Knock%(17)
Level 10: Recall Friend -- Zephyr-ResKB(A)
Level 12: Hasten -- RechRdx-I(A)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Swift -- Run-I(A)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(27)
Level 22: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25), Rec'dRet-Pcptn(27)
Level 24: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25)
Level 26: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Knock%(29), KntkC'bat-Dmg/EndRdx/Rchg(31), Mako-Dam%(31), Mako-Dmg/Rchg(31)
Level 28: Blaze -- Apoc-Dmg(A), Apoc-Dmg/Rchg(33), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(33), Apoc-Dmg/EndRdx(34), Apoc-Dam%(34)
Level 30: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(36), Posi-Dmg/Rng(36), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(37)
Level 32: Inferno -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(40), Armgdn-Dmg/EndRdx(40), Armgdn-Dam%(40)
Level 35: Power Sink -- P'Shift-End%(A), P'Shift-EndMod(37), P'Shift-EndMod/Rchg(37), P'Shift-Acc/Rchg(39)
Level 38: Shocking Grasp -- KntkC'bat-Knock%(A), KntkC'bat-Acc/Dmg(42), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(46)
Level 41: Static Discharge -- Posi-Dam%(A), Posi-Acc/Dmg(42), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43)
Level 44: Charged Armor -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(45), ImpArm-ResPsi(45), ImpArm-ResDam/EndRdx(46), ImpArm-ResDam/Rchg(46)
Level 47: Surge of Power -- P'Shift-End%(A), P'Shift-EndMod(48), P'Shift-EndMod/Rchg(48), P'Shift-EndMod/Acc/Rchg(48), P'Shift-EndMod/Acc(50)
Level 49: EM Pulse -- EnManip-EndMod(A), EnManip-EndMod/Rchg(50), EnManip-Stun%(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
I always went with recharge on my fire/elec. 102.5 base haste 162 and then hit with thunderstrike 262. If your going for team play.
Unfortunately I don't have mids currently available so these are just general comments based on my reactions:
1. Stealth is unnecessary. Super Speed and a Stealth IO in Sprint will PvE cap you against the vast majority of enemies (exceptions I can recall are Rikti Drones and some Ralaruu). The Stealth pool is useful if you want to stack LotG +rech IOs for more recharge however.
2. Even if you aren't going for perma-haste you probably want to three slot haste for recharge. See below for some ideas on where to get a few slots back.
3. There are a number of sets that you've six slotted that don't really benefit from it. In particular purple sets have significant overkill in terms of enhancement bonuses and can generally be 5-slotted with next to no impact. Add in the fact that the 6-th bonus is either toxic resist of psychic defense which while useful aren't what you're slotting for.
3a. For Fire Ball, Blaze and Inferno I'd say lose an IO from each set. The best option is normally the Dam/End or the Dam/Rech but take a look and see what works best for you.
3b. Similarly in Fire Blast the Devastation set bonuses you want cap out at 4 IOs. You might want to replace two of the IOs with two of the triples from Thunderstrike. You lose two set bonuses you don't hugely need (Hold Resist and Psionic Defense) and pick up an extra Recovery bonus.
3c. Kinetic Combat also falls into this. Unless you really feel the need for movement speed the fifth slot doesn't help much, unfortunately the first set bonus in most melee sets is Immob Resistance which isn't hugely useful although you could always put in a level 50 triple or quad for more enhancement of the actual power.
4. You don't really need two -Kb IOs. I run with one on my blaster and that protects from most of the knockback in the game, but since you don't really need anything else there you might as well leave them both in.
5. As with Haste for both Aim and Build Up you really want them slotted for recharge. I see where you're going with the slotting but you're going to lose uptime on both powers by doing so
Ok so this is my first attempt at IOing out any toon. I currently have a level 37 Fire/elec blaster named Elemental Spark(Sparky). The main goal of this build is to have a blapper build. Will this build be worth the money? What mistakes can you find? Can I achieve this cheaper? Please feel free to tear this build apart. As I said, this is my first stab at this. OH btw, some power choices are out of order. I could not remember the exact order. slots are all right though.
Sirken
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: Electricity Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Teleportation
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Flares -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(3), Entrpc-Heal%(3), Entrpc-Dmg/EndRdx/Rchg(5), Entrpc-Dmg/Rchg(46)
Level 1: Electric Fence -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Hold%(5), Dev'n-Dmg/EndRdx(45), Dev'n-Dmg/Rchg(46)
Level 2: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Dev'n-Hold%(11)
Level 4: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(11), Ragnrk-Acc/Dmg/Rchg(13), Ragnrk-Acc/Rchg(13), Ragnrk-Dmg/EndRdx(15), Ragnrk-Knock%(40)
Level 6: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(17), Mako-Acc/EndRdx/Rchg(17), Mako-Acc/Dmg/EndRdx/Rchg(19), Mako-Dam%(19)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(40), RechRdx-I(42)
Level 10: Havoc Punch -- KinCrsh-Acc/KB(A), KinCrsh-Rchg/KB(21), KinCrsh-Rechg/EndRdx(21), KinCrsh-Dmg/EndRdx/KB(23), KinCrsh-Acc/Dmg/KB(23), KinCrsh-Dmg/KB(25)
Level 12: Hurdle -- Jump-I(A)
Level 14: Super Speed -- Zephyr-ResKB(A), Clrty-Stlth(25)
Level 16: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dam%(29), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(40)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(31), Numna-Heal/EndRdx(31), Numna-Heal/Rchg(42)
Level 20: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/EndRdx(31), Efficacy-EndMod/Acc(33), Efficacy-EndMod/Rchg(42), Efficacy-EndMod/Acc/Rchg(46)
Level 22: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(33), Rec'dRet-Pcptn(33)
Level 24: Build Up -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(34), AdjTgt-Rchg(34)
Level 26: Blaze -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(34), Entrpc-Dmg/Rchg(36), Entrpc-Dmg/EndRdx/Rchg(36), Entrpc-Heal%(36)
Level 28: Thunder Strike -- KinCrsh-Dmg/KB(A), KinCrsh-Rchg/KB(37), KinCrsh-Dmg/EndRdx/KB(37)
Level 30: Recall Friend -- Empty(A)
Level 32: Inferno -- Empty(A)
Level 35: Power Sink -- P'Shift-End%(A), P'Shift-EndMod(37), P'Shift-EndMod/Acc/Rchg(39), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc(43)
Level 38: Lightning Field -- Oblit-%Dam(A), Oblit-Dmg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-Dmg/Rchg(43)
Level 41: Static Discharge -- Empty(A)
Level 44: Charged Armor -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(45)
Level 47: Surge of Power -- S'fstPrt-ResKB(A), RctvArm-ResDam/EndRdx(48), RctvArm-ResDam/Rchg(48), RctvArm-ResDam(48), RctvArm-EndRdx(50)
Level 49: EM Pulse -- Stpfy-KB%(A), Stpfy-Acc/Rchg(50), Stpfy-Acc/Stun/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance