Archery/Energy or Fire/Energy?
what sort of damage do you expect to mitigate on a blaster?
fire/em all the way.
I figured you could start off with build up > stunning shot > blazing arrow > aimed > snap > blazing and do stupid damage. I read that Archery does more damage then fire now? True story?
Virtue: @Santorican
Dark/Shield Build Thread
No. Fire/EM >>>>> Arch/EM.
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
Okay so this is a current PvE build that I am post, it is close to the hp cap( about 30 hp away ) so what should I change? It has a metric ton of recharge so + dmg? What powers should be dropped and which ones should be picked up?
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Booster Blue: Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Power Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(15), KinCrsh-Rechg/EndRdx(31), KinCrsh-Dmg/EndRdx/KB(40), KinCrsh-Acc/Dmg/KB(43)
Level 2: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(9), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(11)
Level 4: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(13), Ragnrk-Acc/Dmg/Rchg(13), Ragnrk-Acc/Rchg(17), Ragnrk-Dmg/EndRdx(42)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(29)
Level 8: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(21), AdjTgt-EndRdx/Rchg(21), AdjTgt-Rchg(23)
Level 10: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(27)
Level 12: Energy Punch -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(19), Hectmb-Acc/Dmg/Rchg(29), Hectmb-Acc/Rchg(31), Hectmb-Dmg/EndRdx(31)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(37), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(39), AdjTgt-Rchg(48)
Level 18: Blaze -- Apoc-Dmg(A), Apoc-Dmg/Rchg(19), Apoc-Acc/Dmg/Rchg(23), Apoc-Acc/Rchg(25), Apoc-Dmg/EndRdx(33)
Level 20: Swift -- Run-I(A)
Level 22: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(50)
Level 24: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc(39)
Level 26: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(33), Mantic-Acc/ActRdx/Rng(34), Mantic-Dmg/ActRdx/Rchg(37), Mantic-Dmg/EndRdx/Rchg(40)
Level 28: Hover -- LkGmblr-Rchg+(A), Krma-ResKB(34)
Level 30: Conserve Power -- RechRdx-I(A)
Level 32: Inferno -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(34), Armgdn-Acc/Rchg(36), Armgdn-Dmg/EndRdx(36)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(42), C'ngImp-Dmg/EndRdx/Rchg(43)
Level 41: Shocking Bolt -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(42), UbrkCons-Acc/Hold/Rchg(43), UbrkCons-Acc/Rchg(45), UbrkCons-EndRdx/Hold(45)
Level 44: Charged Armor -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(45), ImpSkn-EndRdx/Rchg(46), ImpSkn-ResDam/EndRdx/Rchg(46), ImpSkn-Status(46)
Level 47: Surge of Power -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(48), ImpSkn-EndRdx/Rchg(48), ImpSkn-ResDam/EndRdx/Rchg(50), ImpSkn-Status(50)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Virtue: @Santorican
Dark/Shield Build Thread
Change APPs to cold. Hiber/Hoarfrost/FrozenArmor/ and the last choice is to taste, but Id go with snowstorm. FF just doesnt offer enough.
Fireball is garbage, get rid of it. You can pretty much string flares/fireblast over and over again with a blaze thrown in once in awhile.
Drop EP and BS. TF should fill those.
Drop Hover, get into leaping and pick up CJ/SJ/Acro.
Get atleast 41 points of kb protection.
Drop Inferno. Get into leadership with Tactics/Maneuvers.
Dont worry about recharge past 65-70. Its not that useful after that mark especially with hasten.
Actually just get rid of all your attacks except flares/fireblast/blase/tf. You shouldnt need more. You can keep the snipe if you want I guess.
I dont really feel like throwing up a build, search and you'll find a good one somewhere.
jeez thats only divine that says that...your so guillable. yes archery is ok especially since corrs get a long stun but fire is still better especially on blaster
Archery can do more quick burst damage than fire. But fire is capable of more damage over time in today's damage spam game. And since most fights come down to who can spam more damage over a fairly long period of time (at least compared to PvP 1.0), fire usually comes out on top.
This is a slightly modified version of what I use. The empty slots are for glad jav procs.
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This is the Fire/Energy build I'm working on ATM. On top of the +dmg +recharge and HP capped I always like to work in some decent +Regen for zones since support characters are usually few and far between. It won't save you from spikes of course, but a lone stalker trying for Shark Spam won't make much progress if you keep moving around.
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Archery/EM is better in large arena matches...fire is better in 1v1's. I'm still feeling out my blaster...what it can do and can't do. Once i get those procs....i'm going to be hitting pretty damn hard. The reason archery is better then fire in larger matches is the heavy hitter (blazing arrow) has a 80 foot range and hits like a truck for the inital spike. Fire really does not have a heavy hitter...just more steady dmg like spamming flares and fire blast. (lolz blaze). Archery also has a stun that you can set spikes up that way if you so choose. It's all depends on what you plan on doing with it as to wether you want to go fire or archery. IF..now this is a BIG IF...they decided to raise elustivity from 10% to say about 20%. Archery will IMO become more vauble then fire.
Large Arena matches (best to worst)
Psi blast (that delayed dmg is sick....for spikes)
Sonic blast (the -res is nice help out with team dmg and the stun is 80 foot..archery is only 60...)
Archery ( has a stun and 80 foot heavy hitter)
Fire blast ( Lack of heavy hitter makes it so low...blaze is stupid on how they did the dmg)
Small matches
Psi Blast ( delayed dmg...i seen museys...that **** hits HARD)
Fire Blast ( Beast in smaller matches)
Archery (just cause i hate sonic lolz)
Sonic ( about the same as archery tbh)
blazing bolt is not a heavy hitter.
wut noub.
Large Arena matches (best to worst) Psi blast (that delayed dmg is sick....for spikes) Sonic blast (the -res is nice help out with team dmg and the stun is 80 foot..archery is only 60...) Archery ( has a stun and 80 foot heavy hitter) Fire blast ( Lack of heavy hitter makes it so low...blaze is stupid on how they did the dmg) |
Psi
Fire
Rad
Sonic
Arch
Ice
Elec
AR
...or did he?
I think energy is better than AR...probably better than elec and ice too.
archery > everything else lolz
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."
I would still put Sonic above Rad, because the stun has a longer range and since it's not part of your regular attack chain you're more likely to slot it as a stun (unless you're using some creative slotting on Cosmic Burst). I think in arena matches where everyone's got quite a bit of resistance on their own, -res is a more appreciable secondary effect than -def.
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Which one out of the two is the most balanced in terms of damage out put and damage mitigation?
Virtue: @Santorican
Dark/Shield Build Thread