New to blasers and blasters def.
I made my 5 year old a blaster to play with. I made him an nrg/fire. Watching him play the combo looked pretty neat and was thinking of making the combo for myself but i had a couple concerns.
1) Blasters defense is kinda weakish against melee attacks. /fire has alot of powers in melee range. 2) How survivable would he be if i got melee def/resist as high as possible? 3) How much def/resist do blasters actually have? I have the inf to make him as good as possible, just don't know how good, possible is. Thanks for any info. |
Both can be built to be pretty tough.
For smash/lethal cap build, slot up attacks with Kinetic Combat, go with fighting pool for tough/weave. Slot up Tough with Reactive Armor and grab the ice epic for Frozen Armor. Focus of this build will be capping smash/lethal and some supplemental positional defense.
For a force epic build. Grab fighting pool for tough/weave, grab temp invulnerability, slot up PFF for Defense and Recharge, supplement with around 25% in positionals - range and melee by using Blessing of the Zephyr, Makos, Lockdown for range defense; Obliterations, Touch of Death for melee. The focus of this build will be smash/lethal resistance with positional defense and some regen.
While it wouldn't be all that difficult, eventually, to get your Ranged, AoE, and S/L defenses pretty decent, I don't think that would be the biggest concern with an Energy/Fire. I think that concern would be Knockback.
If you're planning on staying in melee range fairly often, most of your primary attacks are going to be actively working against you.
Preciate the replies. So, basically my d comes from epics?
As far as the play style i have a couple ideas.
1) Use 2ndary as primary and use primary to keep them off me.
2) Use primary to keep KB'd off their feet (by slotting for kb) while using fire's aoes to kill.
I don't have any blasters so i'm not sure if i can make him survive either one. It just seemed like a good challenge to try and a fun combo.
Blasters get their resistance/defense attributes from any combination of Tough/Weave/Epics/IOs.
The secret to getting ANY Energy Blaster to work with its secondary is to move and think freely between melee and ranged. The sets don't work against each other, they work against the thinking that once you go into melee you must stay in melee. A lot of people cannot think in any terms but melee characters and ranged characters.
Some decide to make Energy Blasters totally ranged so they don't have to worry about how to use their secondary, and in the process they tend to not take most of their secondary.
Even Energy/Energy, the most popular Energy Blaster choice by far, has several great reasons to enter melee. The biggest difference between the two in that regard is /Energy is doing it mostly for single target and /Fire is doing it mostly for AOE potential. Both sets, to get their full potential, have to be able to move and think between various ranges.
What order you enter melee is going to depend on situation. The nice thing about Energy/ with /Fire is that it provides you the option of mitigation that really matches well with the DOT of /Fire.
To be honest, I have a 50 Energy/Elec and a 50 Energy/Fire. I like the Energy/Elec a lot more than Energy/Fire, but that's because I don't particularly like /Fire. I don't dislike it on Energy any more than any other primary, I just don't particularly care for the secondary whereas I really like /Elec as a secondary.
Kosmos
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MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)
Blasters get their resistance/defense attributes from any combination of Tough/Weave/Epics/IOs.
The secret to getting ANY Energy Blaster to work with its secondary is to move and think freely between melee and ranged. The sets don't work against each other, they work against the thinking that once you go into melee you must stay in melee. A lot of people cannot think in any terms but melee characters and ranged characters. Some decide to make Energy Blasters totally ranged so they don't have to worry about how to use their secondary, and in the process they tend to not take most of their secondary. Even Energy/Energy, the most popular Energy Blaster choice by far, has several great reasons to enter melee. The biggest difference between the two in that regard is /Energy is doing it mostly for single target and /Fire is doing it mostly for AOE potential. Both sets, to get their full potential, have to be able to move and think between various ranges. What order you enter melee is going to depend on situation. The nice thing about Energy/ with /Fire is that it provides you the option of mitigation that really matches well with the DOT of /Fire. To be honest, I have a 50 Energy/Elec and a 50 Energy/Fire. I like the Energy/Elec a lot more than Energy/Fire, but that's because I don't particularly like /Fire. I don't dislike it on Energy any more than any other primary, I just don't particularly care for the secondary whereas I really like /Elec as a secondary. |
Yea, the plan is to stay actively moving. The only other blaster i have is an ice/ice. He's nice but i planned the build on rech. This one was gonna be damage/defense due to the melee attacks of /fire.
I made my 5 year old a blaster to play with. I made him an nrg/fire. Watching him play the combo looked pretty neat and was thinking of making the combo for myself but i had a couple concerns.
1) Blasters defense is kinda weakish against melee attacks. /fire has alot of powers in melee range.
2) How survivable would he be if i got melee def/resist as high as possible?
3) How much def/resist do blasters actually have?
I have the inf to make him as good as possible, just don't know how good, possible is.
Thanks for any info.