New to Blasters: Explain what a 'Blapper' is
Also, Claws rules. |
You rule too!
Also, I have many powers that start with F or S. Though in this case the one you're thinking of is Focus, and the range is 40 feet. Shockwave may be the one that starts with an S, range on that one is about the same.
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. |
This thread has convinced me to roll up a Rad/Energy blapper, and I'm having a blast so far (hit level 7 solo tonight, going to start teaming tomorrow, probably). I might finally take a blaster past the teens, I'm having so much fun!
I was wondering, though, how many of you use Stealth on your blapper to help you get in position before proceeding to lay down the smack-down?
Here's my blapper build. Yes I committed some cardinal blaster sins on it (skipping BIB and Aim/Build Up) but I'm doing this more for fun than for power.
My plan as far as tactics go is as follows: Make use of the "Only Affecting Self" aspect of Invisibility to get in position with Lightning Field running. Drop my Invis and place Ice Storm at my feet. Go to town with my 4 fast activating, fast recharging attacks (all of which have a chance to heal in them, and one chance to placate)
I have enough recharge I shouldn't need Hasten for this build, and as fast as my attacks recharge and activate I should get a good amount of defiance out of them.
Why I skipped BIB: I was running short of slots and didn't want another power taking them up, so I opted for the blasts that I can still fire while mezzed, since I WILL be getting mezzed.
Why I skipped Aim/Build Up: Needed the extra power picks.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Snowstrike: Level 50 Magic Blaster
Primary Power Set: Ice Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Ice Bolt -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/Rchg(31), Entrpc-Heal%(40), Dev'n-Hold%(43)
Level 1: Electric Fence -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(5), Enf'dOp-Acc/EndRdx(19), Enf'dOp-Immob/Rng(19)
Level 2: Ice Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(31), Entrpc-Heal%(31), Dev'n-Hold%(43)
Level 4: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(46), FtnHyp-Plct%(46), CSndmn-Heal%(48)
Level 6: Hurdle -- Empty(A)
Level 8: Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(9), BasGaze-Acc/Rchg(9), BasGaze-EndRdx/Rchg/Hold(29)
Level 10: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(34), C'ngImp-Acc/Dmg(34), CSndmn-Heal%(43)
Level 12: Ice Storm -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(42), Slow-I(42)
Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Heal(15), Mrcl-Rcvry+(15)
Level 16: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(21), P'Shift-EndMod/Rchg(50)
Level 22: Lightning Field -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg/EndRdx(23), Efficacy-EndMod/EndRdx(23), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Acc/Dmg(40), C'ngBlow-Dmg/EndRdx(48)
Level 24: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Rchg+(37)
Level 26: Bitter Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(27), BasGaze-Rchg/Hold(27), BasGaze-EndRdx/Rchg/Hold(29)
Level 28: Stealth -- LkGmblr-Rchg+(A)
Level 30: Invisibility -- LkGmblr-Rchg+(A)
Level 32: Blizzard -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(33), Posi-Dmg/Rchg(34)
Level 35: Power Sink -- Adrenal-EndMod/Rchg(A), Adrenal-EndMod/Acc/Rchg(36), EnManip-EndMod(36), EnManip-EndMod/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/Acc/Rchg(37)
Level 38: Shocking Grasp -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 41: Flash Freeze -- Empty(A)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx/Rchg(45), LkGmblr-Rchg+(45)
Level 47: Hibernate -- RechRdx-I(A)
Level 49: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(50), LkGmblr-Rchg+(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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. |
Not when you get better at it. There's definitely a learning curve to blapping. It takes some skill to get good at knowing when to jump into melee and when not to.
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Also, learning how to shrug aggro to a Tank helps when you attract too much attention....really...for a blapper, the safest place to play...is right beside the Tank...
my .02...I don't post much...ice/em still floats my boat and I couldn't resist.
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I've got a elec/elec that, due to some powers, requires me to get into melee range. I'm not a blapper and don't want to be, but he doesn't suck at it either. Though, that wouldn't match your DP idea.
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Blapping seems to me to be more about leveraging the really high damage melee attacks for the quick kill. It's still a stick and move strategy, but more constant, instead of something you do only when the situation presents itself. Instead, you make the situation present itself.
It does hint that you can work your way up to it, and as I've gotten more experienced with my Blaster, I've found myself becoming more comfortable Blapping. It almost becomes an instinct.
I could be wrong about this, but I don't think Stealth is a major part of the concept here. It's about reaction time and quick movement. Stealth slows you down, and isn't really useful once the combat has started. (and the one Secondary that has non-slowing stealth doesn't have any Blapping moves)
So it's time to explain myself.
I've got a concept that I've been wanting to make for a year now, a two-fisted pulp age hero, dual wielding pistols. Well, duh... everyone has an idea for their DP, right? I'm just lost on how you make a blaster that can survive in melee, thus my questioning on how to make one. Sadly I won't know more until I preorder GR and get access to it in...what, 2 months or so? That should be enough time to figure out what to do. |
If you preorder GR...you get access to the DP set immediately
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I have to say I am with you on the melee scrapper thing. I love playing scrappers and Melee, and after many trial and error... error being dead 100+ times. lol I discovered that the best combo for a blapper is Sonic/Energy.
Suggested Primary Powers: Shriek, Amplify, Screech, and Dreadful Wail.
Suggested Secondary Powers: All NRG powers except Boost Range.
Suggested Power Pool Powers: Stealth, Hasten, Super Speed, Hurdle, Health, Stamina, Combat Jump, Super Jump, Acrobatics.
At that point you can choose whatever epic pool you want cause these are all you need, and I find this type of blapper is amazing! Just use Screech, and Shriek for it's disorient, and it's dmg resist debuff on the highest ranked enemy in the group take him out first, and the rest will fall even faster after he's gone from the built up defiance. Also never use AoE's concentrate on one enemy at a time. Slot as you see fit, but I suggest you obviously focus on acc, dmg, and disorient just so you know. I have Disorient Enhc in Screech, and Stun.
I have to say I am with you on the melee scrapper thing. I love playing scrappers and Melee, and after many trial and error... error being dead 100+ times. lol I discovered that the best combo for a blapper is Sonic/Energy.
Suggested Primary Powers: Shriek, Amplify, Screech, and Dreadful Wail. Suggested Secondary Powers: All NRG powers except Boost Range. Suggested Power Pool Powers: Stealth, Hasten, Super Speed, Hurdle, Health, Stamina, Combat Jump, Super Jump, Acrobatics. At that point you can choose whatever epic pool you want cause these are all you need, and I find this type of blapper is amazing! Just use Screech, and Shriek for it's disorient, and it's dmg resist debuff on the highest ranked enemy in the group take him out first, and the rest will fall even faster after he's gone from the built up defiance. Also never use AoE's concentrate on one enemy at a time. Slot as you see fit, but I suggest you obviously focus on acc, dmg, and disorient just so you know. I have Disorient Enhc in Screech, and Stun. |
Skipping Siren's Song on a Sonic/Energy blapper is a HUGE mistake. Put the whole mob to sleep and wake them up one at a time with a stun power = blapping in perfect safety. Siren's Song is perma out of the box, so just before they wake up, hit them with it again.
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. |
Isn't blapping more a decision of where to normally fight from? Ranged ST/AoE attacks are loved by some blasters, while others like to make a calculated decision when to wander into the midst of a group and kill kill kill. My fire/mental/fire has a favorite tactic. Walk into a mob that has been agroed (preferably by a taunting tank), Aim, Build up, Drain Psyche, Nova, pop a couple blues, start dealing out the AoE with the rest of the attack chains, may need to pop one more blue before the drain psyche starts kicking in. Zero "melee" attacks, but everything up close and very personal.
I saw it posted earlier (probably a few times) that it really is all about a calculated decision when to commit. Blasters are like Queens in chess. They can be killed by anything, but are gawdawful powerful, so when you use them have it well thought out. I will let tanks/scrappers really take a walloping while I check all ativity and decide whether a stray spawn is not gonna decide my blaster is its new toy. When I'm sure I am golden I swoop in and unleash hell. If I still misjudge there is always Rise of the Pheonix, and payback is a ***** lol.
Skipping Siren's Song on a Sonic/Energy blapper is a HUGE mistake. Put the whole mob to sleep and wake them up one at a time with a stun power = blapping in perfect safety. Siren's Song is perma out of the box, so just before they wake up, hit them with it again.
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It's going to be a very strange "What were you THINKING?!" build, but it has potential to be very fun.
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Re: Blappers
Good blappers are good. Bad Blappers are all over the place. When we have one, I keep compining three to rez and saying, "I'm going to start charging you for these things" as I hand them to his faceplanted body. All the good ones I've seen have had an energy secondary with either arch [which I don't understand why this would help at all] or energy as a primary.
My Fire/MM would make for a fun Blapper. As it is, going into melee is part of what he DOES, since he needs to get close to use Drain Psyche and Psychic Shockwave. It wouldn't be the same as, say, a Sonic/EM Blapper who can put a whole mob to sleep at will and then destroy them one by one with /EM melee attacks, but for an AoE spammer, I think it'd be fun.
Too many alts to list.
Isn't blapping more a decision of where to normally fight from? Ranged ST/AoE attacks are loved by some blasters, while others like to make a calculated decision when to wander into the midst of a group and kill kill kill. My fire/mental/fire has a favorite tactic. Walk into a mob that has been agroed (preferably by a taunting tank), Aim, Build up, Drain Psyche, Nova, pop a couple blues, start dealing out the AoE with the rest of the attack chains, may need to pop one more blue before the drain psyche starts kicking in. Zero "melee" attacks, but everything up close and very personal.
I saw it posted earlier (probably a few times) that it really is all about a calculated decision when to commit. Blasters are like Queens in chess. They can be killed by anything, but are gawdawful powerful, so when you use them have it well thought out. I will let tanks/scrappers really take a walloping while I check all ativity and decide whether a stray spawn is not gonna decide my blaster is its new toy. When I'm sure I am golden I swoop in and unleash hell. If I still misjudge there is always Rise of the Pheonix, and payback is a ***** lol. |
But once i am in there, it is all out kill kill kill. Use my range for the runners.....Love it.
I've got a elec/elec that, due to some powers, requires me to get into melee range. I'm not a blapper and don't want to be, but he doesn't suck at it either. Though, that wouldn't match your DP idea.
Wait for DP.
But, if you want melee with a little range going on, I think Claws has a power that starts with F [or S, I'm not looking it up] that has around 12 feet. Also, Claws rules. But not as much as katana, imo.