Elec/Elec... How to make a good blapper?


False_Fiction

 

Posted

So... I´m mostly a close encounter type of player. I faceplanted a lot while building up my main toon, a Rad/Rad defender (wich btw is now perma Hasten/AM and quite good at his function as support), because I hated to stay away of battle.
So, I have a Fire/Fire that I´m building to keep at a safe distance as a full Blaster type (gonna need help with him later...) but I have this Elec/Elec I really wanted to try to stick to close attacks... The guides on the main Thread are quite outdated, so I was wondering if anyone have tips for building an Elec/Elec Blapper?

And sorry for any typos or babling, quite late here and im already sleepy...


"Looks can be deceiving" - Statesman (in Memoriam)

 

Posted

Well, firstly. You picked the wrong AT. You'll want to go back to character creation, make sure you saved your awesome costume and delete the toon. Now. You want to pick Scrapper. It'll have some nonsense about being good at melee.

Scrappers are -gods- in melee.

Now, you'll pick Electrical Melee and whatever secondary you wish. This will save you some unpleasant power choices and make you nigh-unstoppable in hand-to-hand.

And yes. I said 'nigh'. There are times you will be stopped. Fewer, now that you're not some softie blaster, but they'll happen.

Have fun, enjoy. Rememeber to wear a jacket!


Life is pleasant. Death is peaceful. It's the transition that's troublesome.
Isaac Asimov

 

Posted

Back on topic, here's some suggestions for an elec/elec/elec blapper:

The key to blapping is shutting down enemy attacks. Electric is quite effective once you get the hang of neutralizing incoming damage. These powers work well enough for me that my current elec^3 doesn't even have medicine or fighting pool.

1) End Drain. Short Circuit and Power Sink will take large amounts of endurance off of all enemies around you. Short Circuit and Tesla Cage will also stop enemies from regaining endurance. Enemies with no endurance who cannot regain endurance will not attack you.

2) Three holds. Tesla Cage, Shocking Grasp, and Shocking Bolt will take a minion or lieutenant out of action for a little while. You can shut down bosses with two of these, however having three serves as backup in case one misses. (yes, even purple'd-out blasters will miss from time to time)

3) Air Superiority. Sometimes, you'll run into enemies that just can't be held or drained. Knockdown is a third form of mitigation that often still works.

4) Now just fill in the rest with your blaps. Enjoy your blapping!


The Bacon Compels You.

 

Posted

[QUOTE=Mercator;2690207]Well, firstly. You picked the wrong AT. You'll want to go back to character creation, make sure you saved your awesome costume and delete the toon. Now. You want to pick Scrapper. [QUOTE]

I have Scrappers, thanks, I want a different feeling... Meaning I want to try a "Blapper".


Quote:
Originally Posted by JohnnyKilowatt View Post
3) Air Superiority. Sometimes, you'll run into enemies that just can't be held or drained. Knockdown is a third form of mitigation that often still works.
Air Superiority? Really? Never used it in any of my toons... I´ll have to check it out then...


"Looks can be deceiving" - Statesman (in Memoriam)

 

Posted

I'd definitely take Charged Brawl, Havoc, and Shocking Grasp - all three hit fast and hard. I'm loving each one on my Fire/Elec blapper. Even Lightning Field I enjoy most of the time - huge radius, that thing has.

While Fire/Elec might pump out a whole lot more damage with Blaze and AoE's, I think I could learn to envy the more control that Elec/ gives. Well, by more control, I suppose I mean Short Circuit...Fire/Elec just doesn't seem to have the -recovery to stay safe. I can floor the endurance on bosses around me, but there's not reliable -recovery to keep them from attacking anymore. Maybe I should enhance Lightning Field with end mod...


 

Posted

Air Superiority is a fantastic choice for any blaster. It's good if you're working from the ground, better if you work from my preferred office, 10ft up.

I've survivied ambushes with a well placed AS 200ft off the ground, only to have the mob fall to it's death.

Slot for your strengths. The IO sets are generally really good, but they don't cater to the individual power's assets. The -slow for frost, kb in energy, etc.

If you keep to just basic IO's, you can cater your powers to your liking.
I could see slotting your two basic blasts 2 Acc, 3 Dam and 1 End Drain.


Life is pleasant. Death is peaceful. It's the transition that's troublesome.
Isaac Asimov

 

Posted

Air Superiority can be nice, but Elec/Elec has so many good Melee attacks, end drains, and holds that I think it isn't really needed. It might be nice until you can stack your holds on a boss, though. I was able to solo my way without it through most of the Croatoa content and the nasty bosses there, so running without it is okay.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

I agree with Grey that while Air Superiority can be a very useful attack, it is by-and-large unnecessary on an El/El Blapper. With Short Circuit and Power Sink alone you can completely drain most mobs of their endurance (and by "most" I mean "all save the mobs you miss with SC" because PS is auto-hit), making your life fairly easy most of the time. Combining them with Tesla Cage (a Hold and -Recovery power) and Shocking Grasp (a decent DoT damage Hold).

As an E3 you can get a second ranged hold with Shocking Bolt which, when combined with TC and SG, can easily perma-hold most bosses and EB's that don't have PToD.

Those powers combined with the bit of -End you get with your attacks will keep most if not all mobs in a given spawn from attacking much. The melee attacks in Electric Manipulation are pretty nice, IMO. While I'm not a huge fan of the KB from Thunder Strike, its still a fun and hard-hitting attack.


 

Posted

The main reason I suggest Air Superiority to blapper newbies is it has an immediate and early effect on their ability to blap. It comes at level 6. It recharges quickly (very important to lowbies, since Charged Brawl and Havok Punch have non-trivial recharge times). It allows you to juggle enemies endlessly and cut down incoming damage well before any holds are available. It allows you to melee and not use charged bolt every 2 out of 3 attacks waiting for blaps to recharge.

Just got to level 6? Awesome, here's a taste of what things to come. If bouncing a hellion around while pounding his face in doesn't make you smile, perhaps blapping isn't for you.

Sure, once their high level and have the full assortment of drain/hold powers and lots of recharge in the blaps, they may decide they don't need it anymore. While I longer spam it like I did in lower levels, I still find it useful against certain specific enemies so I keep it around.


The Bacon Compels You.

 

Posted

That would be why I said it would help against bosses until you're able to do something about them at higher levels. For an Elec/Elec at those levels, though, you have a ton of options. You can hold bosses, you can end drain them, you can drop them in short order with all your damage, etc. So that's why I added that part about AS.

AS is useful on a lot of melee types. I love it on my MA/Regen Scrapper. He uses it all the time against annoying mobs (he can stun bosses, but it's nice to KD a mob down before they pop a tier 9, like a Paragon Protector). So I think your advice is quite helpful: if you have room for it.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

You can either build for defenses with IOs or joust. That 3 second animation on SC will get you killed if you are not careful. Jousting is a good technique to learn for any toon, but especially blasters.

I'd recommend combat jumping + hurdle for mobility. AS is not necessary for experienced blappers but you might find it useful as you are level up.

I also don't think lightning field is worth it, neither is thunder clap. Even thunder strike is optional with it's long animation but you can mitigate the risk that brings by jousting.

In this day of IOs where people can soft cap blasters to certain types of damage some philosophies about blasting/blapping has changed. But I still believe the keys to being a successful blapper are: mobility, inspiration use, and a fearless attitude.


 

Posted

To have a good blapper, in my opinion, you'll have to be tough. You want Weave and Manuvers by 24, right after Stamina. Take all ST melee attacks in your secondary [Brawl, Havoc, and Shocking] and blow the 150m you need on KC, leave off the proc. If you can't afford that, take Haymaker, but that's really not going to get you there unless you can get some sets from the slows, etc. In your build up powers, Aim at level 8 and Build Up at level 16, you'll want to slot two Rectified Reticles. That may get you capped.

You will not be a god untill you get your Ice Armor. Sorry to ruin your costume, but you gotta be an icy electric^2 god to be a god.

Here's my attempt at making a ridiculous over-the-softcap blaster. You don't want to go this far, since it's around 55% S/L. But, you have a whole 10% you can shop out. That might be enough to change those KC sets to Haymakers. A difference of roughly 148m per set.

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 45 Natural Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Cold Mastery

Hero Profile:
Level 1: Charged Bolts -- Empty(A)
Level 1: Electric Fence -- Empty(A)
Level 2: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 4: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(5), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-%Dam(25)
Level 6: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9)
Level 8: Maneuvers -- DefBuff-I(A), DefBuff-I(9), DefBuff-I(11)
Level 10: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(13)
Level 12: Aim -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(15)
Level 14: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(15), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx/Rchg(17)
Level 16: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(19)
Level 18: Tesla Cage -- NrncSD-Acc/Rchg(A), NrncSD-EndRdx/Hold(25), NrncSD-Acc/EndRdx(27), NrncSD-Hold/Rng(27), NrncSD-Acc/Hold/Rchg(33), NrncSD-Dam%(33)
Level 20: Weave -- DefBuff-I(A), DefBuff-I(21), DefBuff-I(21)
Level 22: Zapp -- ExtrmM-Acc/Dmg(A), ExtrmM-Dmg/EndRdx(33), ExtrmM-Acc/ActRdx/Rng(34), ExtrmM-Dmg/ActRdx/Rchg(34), ExtrmM-Dmg/EndRdx/Rchg(34), ExtrmM-Acc/Rng/Rchg(37)
Level 24: Short Circuit -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(42)
Level 26: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 28: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
Level 30: [Empty]
Level 32: [Empty]
Level 35: Voltaic Sentinel -- SvgnRt-Acc/Dmg(A), SvgnRt-Dmg/EndRdx(36), SvgnRt-Acc/EndRdx(36), SvgnRt-Acc/Dmg/EndRdx(36), SvgnRt-Acc(37), SvgnRt-PetResDam(37)
Level 38: Shocking Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Flash Freeze -- Empty(A)
Level 44: Frozen Armor -- DefBuff-I(A), DefBuff-I(45), DefBuff-I(45)
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 1: Ninja Run
------------
Set Bonus Totals:

  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 33.4% Defense(Smashing)
  • 33.4% Defense(Lethal)
  • 1.25% Defense(Fire)
  • 1.25% Defense(Cold)
  • 1.25% Defense(Energy)
  • 1.25% Defense(Negative)
  • 31.3% Defense(Melee)
  • 0.63% Defense(Ranged)
  • 2.5% Defense(AoE)
  • 2% Enhancement(Held)
  • 15% Enhancement(RechargeTime)
  • 34% Enhancement(Accuracy)
  • 90.4 HP (7.5%) HitPoints
  • MezResist(Confused) 2.75%
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 17.1%
  • MezResist(Sleep) 2.75%
  • MezResist(Stun) 9.35%
  • 20% Perception
  • 1.5% (0.03 End/sec) Recovery
  • 10% Resistance(Smashing)
  • 10% Resistance(Lethal)
  • 10% Resistance(Fire)
  • 10% Resistance(Cold)
  • 10% Resistance(Energy)
  • 10% Resistance(Negative)
  • 10% Resistance(Toxic)
  • 10% Resistance(Psionic)

------------
Set Bonuses:
Kinetic Combat
(Charged Brawl)
  • MezResist(Immobilize) 2.75%
  • 18.1 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Obliteration
(Lightning Field)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Kinetic Combat
(Boxing)
  • MezResist(Immobilize) 2.75%
  • 18.1 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Kinetic Combat
(Havoc Punch)
  • MezResist(Immobilize) 2.75%
  • 18.1 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Rectified Reticle
(Aim)
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
  • 20% Perception
Reactive Armor
(Tough)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Rectified Reticle
(Build Up)
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
Neuronic Shutdown
(Tesla Cage)
  • MezResist(Immobilize) 2.2%
  • 18.1 HP (1.5%) HitPoints
  • 7% Enhancement(Accuracy)
  • 2% Enhancement(Held)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Extreme Measures
(Zapp)
  • 1.5% (0.03 End/sec) Recovery
  • 18.1 HP (1.5%) HitPoints
  • 2% DamageBuff(All)
  • 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
  • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
Obliteration
(Short Circuit)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Kinetic Combat
(Air Superiority)
  • MezResist(Immobilize) 2.75%
  • 18.1 HP (1.5%) HitPoints (Exceeded 5 Bonus Cap)
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Obliteration
(Thunder Strike)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
  • 5% Enhancement(RechargeTime)
  • 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
Sovereign Right
(Voltaic Sentinel)
  • MezResist(Sleep) 2.75%
  • MezResist(Confused) 2.75%
  • MezResist(Stun) 2.75%
  • MezResist(Held) 2.75%
  • 3.13% Defense(Melee), 1.56% Defense(Lethal), 1.56% Defense(Smashing)
  • 10% Resistance(All)
Kinetic Combat
(Shocking Grasp)
  • MezResist(Immobilize) 2.75%
  • 18.1 HP (1.5%) HitPoints (Exceeded 5 Bonus Cap)
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)




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Posted

Whew, finally someone posted that Tough/Weave should be taken. The last time I suggested that for an Elec/Elec I was practically strung up in the town square and stoned to death.


 

Posted

Tough/weave became more attractive with IO sets that can push up defense. On a normal IO/SO build they didn't give good enough returns on the power/end investment.

That said, soft cap is nice and all but it doesn't replace good blapper fundamentals. Sure you can go overboard on S/L or ranged defense but those won't save you against everything. For example, Rularuu and Rikti will laugh in your face and then tear you apart.

The build that was posted is too extreme. There is very little acc in the melee attacks and the end consumption is way too excessive. No slotted tier 1/2 attacks means you are dead in the water when mezzed. You definitely don't want to go that far. It ends up gimping your performance overall.

This is a more balanced build that gives you that 45% S/L soft cap without sacrificing too much of your offensive potential. You'd still need to rely on good blapper fundamentals before your grab frozen shield and slot it up though.

Honestly, I find the +stealth IO and superspeed yields more return on my investment than any of my other IO slotting choices.

Hero Plan by Mids' Hero Designer 1.621
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Science Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Cold Mastery

Hero Profile:
Level 1: Charged Bolts -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Build%(7), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg/Rchg(17), HO:Centri(50)
Level 1: Electric Fence -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(37), Enf'dOp-Acc/Immob/Rchg(37), Enf'dOp-Acc/Immob(37), Enf'dOp-Acc/EndRdx(40), Enf'dOp-Immob/Rng(40)
Level 2: Lightning Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(5), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(11)
Level 4: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(15), HO:Nucle(15)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(9), AdjTgt-Rchg(21), AdjTgt-ToHit/Rchg(42)
Level 10: Hurdle -- Jump-I(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- Zephyr-ResKB(A)
Level 16: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(19), Posi-Acc/Dmg/EndRdx(31)
Level 18: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(21), P'Shift-End%(34)
Level 22: Build Up -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(23), AdjTgt-ToHit/Rchg(23), AdjTgt-Rchg(34)
Level 24: Short Circuit -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(25), Erad-Acc/Dmg/EndRdx/Rchg(25), Erad-Dmg(31), Efficacy-EndMod/Rchg(31), Efficacy-EndMod/Acc/Rchg(43)
Level 26: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(29), HO:Nucle(29)
Level 28: Super Jump -- Zephyr-ResKB(A)
Level 30: Acrobatics -- EndRdx-I(A)
Level 32: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33), Posi-Acc/Dmg/EndRdx(34)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/EndRdx(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(48), Efficacy-EndMod/Acc(50)
Level 38: Shocking Grasp -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-EndRdx/Rchg/Hold(39), BasGaze-Acc/EndRdx/Rchg/Hold(39), Dmg-I(40), Dmg-I(42)
Level 41: Snow Storm -- CtlSpd-Acc/EndRdx(A), CtlSpd-Rng/Slow(42), CtlSpd-EndRdx/Rchg/Slow(43), CtlSpd-Acc/Slow(45)
Level 44: Frozen Armor -- S'fstPrt-ResDam/Def+(A), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx(45), LkGmblr-Def(46)
Level 47: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(48), LkGmblr-Def(50)
Level 49: Hibernate -- RechRdx-I(A)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 2: Ninja Run


 

Posted

Few ways to go for it as well. Do you need the def cap? I suppose, if you want to go super extreme, but I have been just fine with all my blasters at 30-35% defense (usually ranged, but that's what I'm aiming for with my Blapper build as well). I think I average solo being considered as 3-4 heroes at +1, which seems pretty fun to me (if you need to be fighting more than that, I would probably go for the def cap, I guess). I also soloed through all the EBs in the Vanguard and Maria Jenkins story arcs, which I don't think is too shabby.

Still, I liked not having to get Ice Armor on my E^3 Blaster, and the end result is going to call for fewer Kinetic Combats and other hard to get recipes.

Just for comparison, my E^3 Blaster is fighting as 2-3 heroes with just 20% defense to Smash/Lethal, plus Tough. I do use my holds and end drains, and have to pop a few greens every mission, but I still do well. It'll be nice getting him up to that 30-35% range, though.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

Posted

Quote:
Originally Posted by Nemu_ View Post
The build that was posted is too extreme.
Yeah, I know. I posted it. It's at least 1 billion without a single purple. Plus, it hits 55% S/L with no room for any other defense. Well, maybe, I didn't even pick all the powers out, only those I could slot for s/l def.

I didn't say that defense diversification was a good idea, since it should be assumed. It's easy to pick up E/N and F/C protection if you know what to look for. A pure blaster would be all about rech/regen/recovery.

If you can get ENFC into the 20% that's good. I've seen some crazier builds.

I can attest that Ritki, the Mu of Arachnos, and Panished Pantheon are a giant pain if you're relying on S/L. I have a katana that will get creamed at times. It's either survive like a god or go down down down.

My idea for a blap, shoot for being a tank with range as a backup. But most important, take tough/weave/ice armor.

Or, claws has two 40 foot range attacks. Focus and something.


 

Posted

I'd recommend aiming for 40% ish ranged defense. This is what you do: send ball lightning from range (the foes will use their ranged attacks which should miss), then you hop into the mob and use Short Circuit + Power Sink. They will be end drained, then you can blap at will.

It works very well 80% of the times.


@False Fiction - Virtue / Defiant

Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]

 

Posted

Quote:
Originally Posted by Mercator View Post
Well, firstly. You picked the wrong AT. You'll want to go back to character creation, make sure you saved your awesome costume and delete the toon. Now. You want to pick Scrapper. It'll have some nonsense about being good at melee.

Scrappers are -gods- in melee.

Now, you'll pick Electrical Melee and whatever secondary you wish. This will save you some unpleasant power choices and make you nigh-unstoppable in hand-to-hand.
Please spare us all the boredom of yet another downy in the zones....as if 70% of the population isn't already enough.....


 

Posted

So, just came back from travel... Gonna check the suggestions and see what I can come out with, thanks. :-)


"Looks can be deceiving" - Statesman (in Memoriam)