Fire / Mental?
AoE monster.
Drain Psyche + PSW = awesome. If you take all of them or have high recharge you'll have more AoEs than you know what to do with.
Fire also has high ST damage too. Very versatile combo with the high regen/rec from Drain Psyche. Drain Psyche goes a long way along with either defense set bonuses and/or Patron shields in keeping you on your feet while you melt faces.
Fire/MM is arguably the AoE king for blasters. Fire/Fire can do more AoE damage, but its got no tools to keep you alive.
Skip the ST fear, its poop. Skip the PBAoE confuse unless you're using it as a set mule or for aesthetics, it too is poop.
The Melee Teaming Guide for Melee Mans
Thanks for the tip. Got him to 19 last night, will 50 him in a few days and see how he does.
This combo is pretty flexible; you can build it to accomplish a variety of effects. The most popular (at least on the boards) seems to be "AoE juggernaut", of which it is completely capable. Alternatively, it can be built as an ST powerhouse; Silverado rather famously soloed a number of Giant Monsters with his (sure, he used Insps, but c'mon, they're freaking GMs). With dual builds, you could easily build it both ways and hop back and forth between them as situations dictate. Personally, mine is a hybrid, since dual builds are too pricey for what I would want them to do. But if you're sitting on a decent amount of Inf, you can easily create a Blaster who can unleash significant amounts of AoE damage, or breeze relatively easy through (most) AVs all by your lonesome.
Don't know who Silverado is, but hat's off to him. By soloing AVs I assume you mean the ones that spawn in solo player missions, that are closer to EBs on steroids?
I did solo the AV at the end of Positrons because my team split. But I think he is a glorified EB even for an eight person team. That was on a Energy/Energy blaster that I abandoned because I need a team friendly build. Good solo build I think though.
That's essentially what an AV is, yep. I should also mention that the ability to solo them depends on heavily investing in IO Set bonuses, specifically +Defense (usually Ranged and AoE, but many players go for Smashing/Lethal Defense as well). Just wanted to clarify that.
Thanks a lot for the help from everyone posting to my many threadlines. Am very happy with the Fire/Mental build I am running.
Now I should start thinking about hitting 40. What pool should I pick for this guy to finish him off. We call them Patron Pools redside, kind of lost here.
Anyways, I am setting this guy up mainly as a AoE death dealer, with single target very strong seconday. I plan to purple him out ASAP. Any thoughts as to where I should head with that in mind?
S/L softcapped and Ranged softcap builds in this thread: http://boards.cityofheroes.com/showthread.php?t=210457
You can go for recharge and rely upon purp insips for AVs, but I prefer the softcapped builds.
I have a Fire/Mental blaster that I love playing. Cranks out the damage, AoE. Great combo.
SN0WJ0B: 50 ice/ice Blaster, InvulnerBull: 50 inv/ss Tanker, Death.Venom: 50 nec/poison MM
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Thanks a lot for the help from everyone posting to my many threadlines. Am very happy with the Fire/Mental build I am running.
Now I should start thinking about hitting 40. What pool should I pick for this guy to finish him off. We call them Patron Pools redside, kind of lost here. Anyways, I am setting this guy up mainly as a AoE death dealer, with single target very strong seconday. I plan to purple him out ASAP. Any thoughts as to where I should head with that in mind? |
If you like this guy enough to invest in a no-budget crazy IO build for him, there are a couple build philosophies to go with. You can build up your set bonuses to max out your defenses, or your recharge, or your damage bonuses (which are almost always paired with +hp and +regen), or some combination of the above. Pretty much all of them are viable; which is best depends on your personal priorities and playstyle. +Recharge lets you maximize your attack chain with the best DPA attacks possible, removing the need for weaker 'filler' attacks. It also lets you spit out way more AoEs, and get slow-recharging powers like Build Up / Aim and your Nuke up much more often. +Defense lets you be more reckless and get away with it, and take on far more dangerous prey than would otherwise be reasonable, like Archvillains. +HP/Regen/Damage is a more constant, conservative approach, with a cushion against nasty boss hits and stronger dps, but likely not quite as strong as you could achieve by getting your best attacks like Blaze up more often.
As you probably know, Purple sets have almost uniform set bonuses, offering stupidly large amounts of recharge. If you're going to pump out the inf for some purples, you'll have lots of recharge. I'm a longtime fan of building for ranged defense through slotting stuff like Thunderstrikes and Mako's Bite; even if you don't want to go all the way and get towards 45% defense, getting 25% defense will still cut incoming damage by half, and if you have any ally buffs on top of that, could get very tasty indeed. Long story short, if you find yourself faceplanting and/or have AV-soloing dreams, defense = awesome. If you want MAX DPS NAO, then recharge is your bag.
Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.
I got a 50 SS/Will Brute purpled out for conservative damage dealing. The concept for this guy was all along max damage with a glass jaw. Researching that thread on Ancillary pools now.
Now I should start thinking about hitting 40. What pool should I pick for this guy to finish him off. We call them Patron Pools redside, kind of lost here.
Anyways, I am setting this guy up mainly as a AoE death dealer, with single target very strong seconday. I plan to purple him out ASAP. Any thoughts as to where I should head with that in mind? |
But, they're just neat bonuses, really, because the best reason to take Fire is for Rise of the Phoenix. If your character concept is max damage with a glass jaw, this is the power you want. RotF is ungodly awesome, especially once you hit 50 and debt is no longer an issue. Not so much a self rez, more a mini nuke with a good stun and a 25 foot radius. After set bonuses are included I get a shade over 600 points of damage, plus the mag 4 stun. Frankenslot it for damage/recharge, and it's up every couple of minutes. It gets rid of mez effects, it cancels out the end drain of Inferno -- it's awesome! Plus, I love the animation. See .sig for further details.
For purpling, while World of Confusion is a terrible, terrible power, it's a decent place to stick in a purple set. Coercive Persuasion is a) very cheap for a purple, and b) gives 5% ranged defence. Also, the Contagious Confusion proc is actually a better Confuse power on its own that World of Confusion, and thus makes the power somewhat less awful.
Arc#314490: Zombie Ninja Pirates!
Defiant @Grouchybeast
Death is part of my attack chain.
I went with Force mastery for my Epic, for two reasons: Personal Force Field and Force of Nature. PFF lets you (for the most part) gather up a bunch of mobs to saturate Drain Psyche before you nuke, and if you slot DP for End Mod, hitting 7 or 8 of them gets you back up and running almost instantly. Much harder to do on teams, but on teams you'll probably have the luxury of popping a blue and not worrying about immediate incoming damage.
You can do the same routine with Force of Nature; both its crash and Recovery debuffs are numerically identical to Inferno, so you can avoid those, as well. And it's kind of hilarious to have a Ranged Defense capped, S/L Resist capped AoE monster who also has about 45% Resistance to everything but Psi (granted, only about 1/3 of the time, but it's still fun).
I haven't built this yet, but it's my next project: Softcapped to ranged, 44.4% to AoE, 32.5% recharge. And not ungodly expensive, either. Not cheap, mind you, but not absurd.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
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Psignition: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Subdual -- DblAc-Acc/Rchg(A)
Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(7), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15)
Level 4: Fire Ball -- Det'tn-Dmg/Rng(A), Det'tn-Acc/Dmg/EndRdx(9), Det'tn-Dmg/Rchg(9), Det'tn-Acc/Dmg(19), Det'tn-Dmg/EndRdx(19)
Level 6: Hurdle -- Jump-I(A)
Level 8: Boxing -- Stpfy-KB%(A)
Level 10: Psychic Scream -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(11), Det'tn-Dmg/Rchg(11), Det'tn-Dmg/EndRdx(17), Det'tn-Dmg/Rng(21)
Level 12: Fire Breath -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Dmg/EndRdx/Rng(17), Det'tn-Acc/Dmg(23), Det'tn-Dmg/EndRdx(25), Det'tn-Dmg/Rchg(25)
Level 14: Health -- Mrcl-Rcvry+(A)
Level 16: Concentration -- GSFC-ToHit(A), GSFC-Build%(21), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(37), GSFC-Rchg/EndRdx(37), GSFC-ToHit/EndRdx(37)
Level 18: Aim -- RechRdx-I(A)
Level 20: Drain Psyche -- H'zdH-Heal/EndRdx(A), H'zdH-EndRdx/Rchg(34), H'zdH-Heal/Rchg(36), H'zdH-Heal/EndRdx/Rchg(39), H'zdH-Heal(42)
Level 22: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(34), HO:Enzym(36), LkGmblr-Rchg+(50)
Level 24: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(33), Zephyr-ResKB(34), HO:Enzym(40), LkGmblr-Rchg+(40)
Level 26: Super Jump -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(27), Zephyr-ResKB(27)
Level 28: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31)
Level 30: World of Confusion -- CoPers-Conf(A), CoPers-Conf/EndRdx(33), CoPers-Conf%(33), CoPers-Conf/Rchg(39), CoPers-Acc/Conf/Rchg(39), CoPers-Acc/Rchg(40)
Level 32: Stamina -- P'Shift-EndMod(A)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
Level 38: Psychic Shockwave -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(42), Sciroc-Dmg/Rchg(43), Sciroc-Acc/Rchg(43), Sciroc-Acc/Dmg/EndRdx(43)
Level 41: Blazing Bolt -- ExtrmM-Acc/Dmg(A), ExtrmM-Dmg/EndRdx(42), ExtrmM-Acc/ActRdx/Rng(46), ExtrmM-Dmg/ActRdx/Rchg(46), ExtrmM-Acc/Rng/Rchg(46)
Level 44: Char -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(48)
Level 47: Weave -- HO:Enzym(A), HO:Enzym(48), LkGmblr-Rchg+(48)
Level 49: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(50), Zephyr-ResKB(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
------------
Set Bonus Totals:
- 11.5% DamageBuff(Smashing)
- 11.5% DamageBuff(Lethal)
- 11.5% DamageBuff(Fire)
- 11.5% DamageBuff(Cold)
- 11.5% DamageBuff(Energy)
- 11.5% DamageBuff(Negative)
- 11.5% DamageBuff(Toxic)
- 11.5% DamageBuff(Psionic)
- 4.25% Defense(Smashing)
- 4.25% Defense(Lethal)
- 18.3% Defense(Fire)
- 18.3% Defense(Cold)
- 24.3% Defense(Energy)
- 24.3% Defense(Negative)
- 3% Defense(Psionic)
- 5.5% Defense(Melee)
- 34.3% Defense(Ranged)
- 33.6% Defense(AoE)
- 2.5% Enhancement(Held)
- 3% Enhancement(Heal)
- 32.5% Enhancement(RechargeTime)
- 30% Enhancement(Accuracy)
- 4% Enhancement(Confused)
- 17% FlySpeed
- 40.7 HP (3.37%) HitPoints
- 17% JumpHeight
- 17% JumpSpeed
- Knockback (Mag -16)
- Knockup (Mag -16)
- MezResist(Confused) 1.65%
- MezResist(Held) 2.2%
- MezResist(Sleep) 4.95%
- 15.5% (0.26 End/sec) Recovery
- 10% (0.5 HP/sec) Regeneration
- 5.63% Resistance(Energy)
- 3.13% Resistance(Negative)
- 17% RunSpeed
- 3% XPDebtProtection
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...in CoH racing to 50 is like trying to race to the end of your vacation. -Arcanaville
Debt barely slows down levelling these days. It's just a little bar that measures how much Awesome you've generated recently. (If you're not getting debt, you're just not trying to generate Awesome hard enough.) -Kelenar
I found Fire/MM to be one of the most fun builds that I have played in CoH. The AoE is awesome and makes for some great moments when teaming (since the mob spawns are larger).
Get someone else to round the mobs up and just nuke 'em like crazy.
50 Fire/Kin Cont
50 Fire/Axe Tank
50 Spine/Inv Scrap
50 Eng/Dev Blast
50 Claw/SR Scrap
50 Emp/Dark Def
50 Eng/Elec Brute
50 Fire/MM Blast
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Thanks for the tips. I 50d this guy on Saturday Mar 6. He is pretty smooth to play. Last 20 levels I soloed him thru AE on giant mobs of +2 x8 (thanks to whoever wrote the collect 10 shield minions farm!). I plan on using this guy as my main for blueside TF. He just consistently puts out major pain in all directions.
I did not see a guide in the permanent sticky on this. Any opinions on this?