Fire/Elec
Yea if you get any help with this let me know. I have been trying for weeks to get an answer to my post. lol I have a level 50 Fire/elec blaster. It is not IOed out(which is what I actually need help with). Anyways, I might be able to suggest some powers. These choices are strictly from my play experience.
Fire Blast
I took everything but Rain of Fire, Blazing Bolt, and Inferno. I found them to be to situational and actually slowed me down a bit. I prefer to SS(with celerity+stealth) in Blast em and move on. An attack chain might go something like this.
Fire Breath->Fire Ball->Blaze->Fire Blast---->Rinse and repeat IF necessary.
Electrical Melee.
I kinda look at this as a backup in case someone gets past your firey onslaught.
To those ends I took Electrical Fence(becus I had to), charged brawl, havoc punch, and Power Sink(for the end drain goodness.)
I preferred to slot my Elec melee powers for KB so that I can keep blasting at them from a distance.
Thunder Strike's animation takes WAY to long to be effective. you may already be dead by the time you land the hit. That said I took it way late as a filler for those long GM/AV battles.
Of course Aim and Buildup are a given.
Mastery Sets are your personal choice. I love this toon. He is my new main. Replaced several others due to popularity/playtime. Actually deleted another fire blaster in preference to this one. I Leveled him up through actual gameplay(no PLing) in about 2 months. Fun!
i've been playing my fire/elec a lot on tfs and i love it. I have the elec epic as well. I have two separate attack chains. for single target i use fire blast, blaze, charged brawl and havoc punch (with thunderstrike for bosses) for aoe I use fire breath, fireball, and static discharge. I also have the nuke and end recovery thingymobobber whose name i forget at this time. I think it is the most versitile combo out there and I highly suggest taking the elec epic because it pairs oh so well.
Well, Shocking Grasp is an awesome hold that does decent damage as well. Perfect for those things that decide to wander into melee range. Hold them, CB+HP, and they're usually not going to be bothering you anymore.
In my experience with my (sadly now deleted) Fire/Elec, I did craptons of damage, but unfortunately took craptons of damage too. It CAN be built into a beast of a toon, fairly easily, but I never got to that point.
If you take Cold Mastery you can softcap smashing and lethal defense without too much trouble, which will cover a large percentage of the attacks you'll encounter in the game. That should raise survivability quite a bit and make a blapper playstyle more feasible if you're so inclined (I like that playstyle, but it's not for everyone).
I'll leave the fine details of what, where and when to those who know the combo better than I, but hopefully what little knowledge I had to share helped a little bit.
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. |
liberal use of jumping makes melee not so dangerous. when i play blaster i'm all over the place jumping in and out of melee. i just use charged armor and that clicky power whose name i can't remember from //elec
I'd agree with most of the advice here... MOST. I always take Inferno because, for me, what do you have to do with that endurance that's more fun than nuking? All you need is a blue and you can Powersink off the survivors. Yeah, you don't get Powersink until level 35, but you don't get Inferno slotted right until level 34 anyway. I sometimes take Blazing Bolt because it gives me something to do while the Tank is deciding whether or not to run into that spawn. (Hint: Yes.)
I tend to not softcap my guys on Defense. Sometimes I can be convinced to get them to 32.5% or more to a couple crucial types (one purple from softcap, so I can "hit elude" as needed) but I got used to playing "like the celts" so I usually build for things like recharge and damage.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
Hey,
I was just wondering how your Fire/elec blasting was going? Are you enjoying it? What server are you on? I play mostly on guardian. If you wanna team with me sometime send a tell to Sirken or Elemental Spark.
After much debate and heated discussion with MIDS, I have arrived at what a build that I think is decent. Take a look at it and see what you think. It has decent defense, and some nice S/L resist. All number are decent. Nothing is fantastic. Its built to be fun all levels. If there are any others out there that notice any glaring holes let me know as this will probably end up being the build I respec into.
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: Fitness
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11)
Level 1: Electric Fence -- Immob-I(A)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(3), Posi-Dmg/Rng(5), Posi-Acc/Dmg/EndRdx(7)
Level 4: Charged Brawl -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), KntkC'bat-Acc/Dmg(17)
Level 6: Hurdle -- Jump-I(A)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(21)
Level 10: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(23)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(15)
Level 16: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(19)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(27), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(31)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(23), P'Shift-EndMod/Acc(25), P'Shift-EndMod/Rchg(25), P'Shift-EndMod/Acc/Rchg(46)
Level 22: Aim -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(43)
Level 24: Build Up -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(43)
Level 26: Combat Jumping -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(31)
Level 28: Thunder Strike -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(31), Stpfy-Acc/EndRdx(33), Stpfy-Stun/Rng(33), Stpfy-Acc/Stun/Rchg(33), Stpfy-KB%(34)
Level 30: Kick -- Empty(A)
Level 32: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(37), TtmC'tng-EndRdx/Rchg(40), TtmC'tng-ResDam/EndRdx/Rchg(42), TtmC'tng-ResDam(42), TtmC'tng-EndRdx(42)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-EndMod/Acc(36), Efficacy-EndMod/EndRdx(37), Efficacy-Acc/Rchg(37)
Level 38: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(40), RedFtn-EndRdx(40)
Level 41: Personal Force Field -- LkGmblr-Rchg+(A), LkGmblr-Def(43)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(45), ImpArm-ResDam(45), ImpArm-ResPsi(45), ImpArm-ResDam/EndRdx(46), ImpArm-ResDam/Rchg(46)
Level 47: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(48)
Level 49: Force of Nature -- RctvArm-ResDam(A), RctvArm-EndRdx(50), RctvArm-ResDam/EndRdx(50), RctvArm-EndRdx/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
if you're interested, i could probably find Umbral's DPS build for fire/elec which proved that the set is the most damaging thing you can have in this game.
but it is very heavily purpled and lacks defenses...
First: I love Fire/Elec. I play mine in and out of melee- range for the fireball/firebreath combo, run in and throw a Havoc Punch/Charged Brawl combo, run back out and toss Blaze on the way... it's not a safe lifestyle but, as has been said so often on this forum, death is a 100% debuff.
I'd move Aim and Build Up earlier on the list. If this means you have to take Stamina at 22 or 24... I'd be willing to make that sacrifice. I've actually done so in the past.
Aim _or_ Build Up plus Fireball/Firebreath basically eliminates all the minions in a +1 spawn. Nothing is worse for a Blaster than a large spawn of guys with one hit point left, all mad at YOU. Aim/BU fixes that problem. If you're not using those powers you're not getting the full Blaster experience. (AR and Dev players: I've had this argument before, and I stand by my statement.)
I'd also find a way to put Inferno into your build. Sometimes you have more than ten guys that you need to drop all at the same time. Sometimes you have twenty. I was thinking of respeccing out of Inferno once, and then I had one of those days where you open a door in a Crey lab and three spawns of guys in power armor look back at you.
... I kept Inferno.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
i prefer the elec epin on my fire/elec
firebreath/fireball/static discharge makes for a nice AOE chain on +2s and +3s.
Anyone care to post a sample build? I tweak and I tweak but I feel as if I am missing out on something. How much defense/resistance should I be aiming for? What's a decent recharge rate? What should my Recovery/Regen rates be? So many questions. I appreciate all the help. I also apologize to the OP as it seems I have hijacked his thread. (Though any help I receive here is bound to be helpful to him as well hehe)
How much defense/resistance should I be aiming for? What's a decent recharge rate? |
45% Defense: Ten times 'totally squishy' level . At this level you are in fact quite tough.
40% Defense: Five times 'totally squishy' level. You can probably run up on some pretty burly guys; I used to figure a level 35 Scrapper was about six times as tough as a level 35 Blaster, back in about Issue 8 where there were no IO's. Mez is a real problem, though, as you don't have the "can't mez what you can't hit" protection[sic] that 45% gives you.
32.5%: About three times 'totally squishy' level, but you can get to the 45% cap with one small purple. You should probably act as if you are totally squishy and be pleasantly surprised when you are slightly tougher than that.
25%: Twice 'totally squishy' level. You can cap defense with two small or one large purple inspirations, which are available for a high price, with planning, from Wentworth's. Under 25%: This amount of defense is invisible to Fulmens. Other people may feel differently.
Regen Rates: Each 100% Regen is equivalent to one small green insp every minute. You get 100% for being alive, about 75% for slotting Health with three SO's, and if you pour on the +Regen and spend half a billion, MAYBE you get another 150% from IO's.
Resistance: 50% = half damage, 75% = 1/4 damage, you can't go over 75% and I don't notice anything under 50%. You very likely only have significant access to resistance to about three types, from level 47 on.
Don't overlook +HP; mostly they come from accolades and Blasters cap at something odd like +30%, but if you have more than one type of protection, they multiply together. (40% Defense is five times as tough; 40% Def with 120% HP is six times as tough. You have six times as long for your extra Regen to work.)
I tend to accent the big explosions, which (to repeat myself) are a 100% debuff when done right.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
OK latest and so far the best build(I think). What ya think?
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: Speed
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(31)
Level 1: Electric Fence -- Dev'n-Hold%(A), Dev'n-Dmg/Rchg(36)
Level 2: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(5), KntkC'bat-Dmg/EndRdx/Rchg(7)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(19)
Level 6: Hasten -- RechRdx-I(A)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(19)
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)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(43)
Level 14: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(29)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(50)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(25)
Level 20: Hurdle -- Jump-I(A)
Level 22: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(23)
Level 24: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/EndRdx(27), Efficacy-EndMod/Acc(29)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(42)
Level 28: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(34), S'fstPrt-ResDam/EndRdx(45)
Level 32: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(34), RedFtn-EndRdx(34)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 41: Flash Freeze -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43)
Level 44: Frozen Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(45), ImpArm-ResPsi(45), ImpArm-ResDam/EndRdx/Rchg(46), LkGmblr-Rchg+(46), LkGmblr-Def/EndRdx(46)
Level 47: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(48), Oblit-Dmg/Rchg(48), Oblit-Acc/Dmg/Rchg(48), Oblit-Acc/Dmg/EndRdx/Rchg(50), Oblit-%Dam(50)
Level 49: Inferno -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
I'd also find a way to put Inferno into your build. Sometimes you have more than ten guys that you need to drop all at the same time. Sometimes you have twenty. I was thinking of respeccing out of Inferno once, and then I had one of those days where you open a door in a Crey lab and three spawns of guys in power armor look back at you. ... I kept Inferno. |
Hey,
I was just wondering how your Fire/elec blasting was going? Are you enjoying it? What server are you on? I play mostly on guardian. If you wanna team with me sometime send a tell to Sirken or Elemental Spark. |
The run with my Fire/Elec Blaster has sadly stalled, but I want to go back to him at some point.
As to your build, I'm no expert with Mids but that build looks really confusing so me. It is all over the place with the entire Fighting pool, Cold mastery epic. I don't know what to tell you really to fix it.
What are you going for exactly? To put out big damage plus have really good defense? I'm going to mess mids and see what I come up with and get back to you.
Hi, I hope no one minds, but I thought I would crash this thread to see if I could get some comments on my own Fire/Elec build.
I have had a lot of fun with RoTP, but I have finally decided to bite the bullet and swap into Cold Mastery so that I can cap S/L defence. I spend most of my time in melee, due to Power Sink and the powerful melee attacks, so I'm aiming for something which will keep me alive and avoid as much mezz as possible in pretty much any situation.
After S/L defence, I tried to pack in as much ranged defence as I could, whilst keeping a decent amount of extra recharge and a bit of extra HP/Regen to back up the defence.
I hate wasting slots on IO mules, so I have avoided slotting up Kick/Boxing, but I just about live with 3 extra slots in Flash Freeze (you never know, I may actually use it).
Any input would be great. I definitely cannot afford purples or the PVP specials, but anything else goes. It will be mainly for PVE.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
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@Electronuts
I just started a Fire/Elec Blaster. So far he has been very fun. I was wondering if there are any Fire/elec guides out there? I remember someone posting something about this was their favorite combination. Anyone have a guide or at the least some build advice or a mids build that I could look at for Fire/Elec.
Thanks