IO First-Timer


Doctor_Kumquat

 

Posted

I decided to finally try out some invention sets on a couple characters but I feel completely lost... I've been playing around with 2 different blaster builds in Mids for a couple weeks now and was hoping to get some feedback. The first is an Elec/Elec/Elec that I really use as a jack of all trades type of character; He can blast from afar, blap if the baddies close in, and control through end-sappage on teams. I've had a lot of success with him with plain SOs but I felt that it's time to get over my fear of the Invention System.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Technology Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Lightning Bolt -- 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: Electric Fence -- Acc-I(A)
Level 2: Ball Lightning -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Acc/Rchg(7), Efficacy-EndMod/Rchg(9), Efficacy-EndMod/Acc(9)
Level 4: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(13), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(39)
Level 6: Short Circuit -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(34), P'Shift-EndMod/Acc/Rchg(37), P'Shift-Acc/Rchg(40), P'Shift-End%(40)
Level 8: Swift -- Flight-I(A)
Level 10: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(11), Mako-Dmg/Rchg(15), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(17), Mako-Dam%(31)
Level 12: Hover -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(17), Ksmt-ToHit+(31), LkGmblr-Rchg+(50)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-ResKB(19)
Level 16: Health -- Numna-Regen/Rcvry+(A)
Level 18: Tesla Cage -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(21), Lock-EndRdx/Rchg/Hold(21), Lock-Acc/EndRdx/Rchg/Hold(27), Lock-%Hold(29)
Level 20: Stamina -- EndMod-I(A), EndMod-I(33)
Level 22: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(27)
Level 24: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(36), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(43), GSFC-Build%(46)
Level 26: Aim -- RechRdx-I(A)
Level 28: Thunder Strike -- FrcFbk-Rechg%(A), FrcFbk-Dmg/EndRdx/KB(29), FrcFbk-Dmg/KB(31)
Level 30: Lightning Field -- Sciroc-Dam%(A)
Level 32: Thunderous Blast -- Efficacy-EndMod/Rchg(A), P'Shift-EndMod/Rchg(33), Efficacy-EndMod(33), Posi-Dmg/Rchg(34), Det'tn-Dmg/Rchg(34), Dmg-I(50)
Level 35: Power Sink -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-EndMod/Acc(37), P'Shift-End%(37)
Level 38: Shocking Grasp -- BasGaze-Slow%(A), BasGaze-Acc/Hold(39)
Level 41: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-EndRdx/Rchg(42), RedFtn-Def/EndRdx/Rchg(42), RedFtn-Def(43), RedFtn-EndRdx(50)
Level 44: Shocking Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(45), Thundr-Acc/Dmg/Rchg(45), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(46)
Level 47: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(48), RctvArm-EndRdx(48), GA-3defTpProc(48)
Level 49: Surge of Power -- S'fstPrt-ResKB(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
------------
Set Bonus Totals:

  • 18.5% DamageBuff(Smashing)
  • 18.5% DamageBuff(Lethal)
  • 18.5% DamageBuff(Fire)
  • 18.5% DamageBuff(Cold)
  • 18.5% DamageBuff(Energy)
  • 18.5% DamageBuff(Negative)
  • 18.5% DamageBuff(Toxic)
  • 18.5% DamageBuff(Psionic)
  • 4.25% Defense(Smashing)
  • 4.25% Defense(Lethal)
  • 5.5% Defense(Fire)
  • 5.5% Defense(Cold)
  • 29.3% Defense(Energy)
  • 29.3% Defense(Negative)
  • 3% Defense(Psionic)
  • 5.5% Defense(Melee)
  • 38.6% Defense(Ranged)
  • 8% Defense(AoE)
  • 2.5% Enhancement(Held)
  • 21% Enhancement(Accuracy)
  • 12.5% Enhancement(RechargeTime)
  • 32% FlySpeed
  • 131 HP (10.9%) HitPoints
  • 32% JumpHeight
  • 32% JumpSpeed
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Held) 8.8%
  • MezResist(Immobilize) 9.9%
  • MezResist(Terrorized) 2.75%
  • 15% (0.25 End/sec) Recovery
  • 10% (0.5 HP/sec) Regeneration
  • 1.26% Resistance(Fire)
  • 1.26% Resistance(Cold)
  • 32% RunSpeed


My second blaster is a DP/NRG blaster that has been lots of fun, but he has this tendency to face-plant a lot. On teams he does just fine but by level 42 I had already received all the damage and debt badges. So, here is my build. Once again, I am a first timer, so I really appreciate any feedback.


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

Click this DataLink to open the build!

Level 50 Technology Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Concealment
Ancillary Pool: Munitions Mastery

Hero Profile:
------------
Level 1: Pistols
(A) Thunderstrike - Accuracy/Damage
(3) Thunderstrike - Damage/Endurance
(5) Thunderstrike - Damage/Recharge
(15) Thunderstrike - Accuracy/Damage/Recharge
(17) Thunderstrike - Accuracy/Damage/Endurance
(17) Thunderstrike - Damage/Endurance/Recharge


Level 1: Power Thrust
(A) Kinetic Combat - Accuracy/Damage
(7) Kinetic Combat - Damage/Endurance
(45) Kinetic Combat - Damage/Endurance/Recharge
(46) Kinetic Combat - Knockdown Bonus


Level 2: Empty Clips
(A) Positron's Blast - Accuracy/Damage
(3) Positron's Blast - Damage/Endurance
(5) Positron's Blast - Chance of Damage(Energy)
(11) Positron's Blast - Damage/Recharge
(15) Positron's Blast - Accuracy/Damage/Endurance


Level 4: Build Up
(A) Gaussian's Synchronized Fire-Control - To Hit Buff
(7) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
(23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
(25) Gaussian's Synchronized Fire-Control - Recharge/Endurance
(36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
(46) Gaussian's Synchronized Fire-Control - Chance for Build Up


Level 6: Swap Ammo
Level 8: Bullet Rain
(A) Positron's Blast - Accuracy/Damage
(9) Positron's Blast - Damage/Endurance
(9) Positron's Blast - Damage/Recharge
(11) Positron's Blast - Chance of Damage(Energy)
(19) Positron's Blast - Accuracy/Damage/Endurance


Level 10: Swift
(A) Run Speed IO


Level 12: Suppressive Fire
(A) Lockdown - Accuracy/Hold
(13) Lockdown - Accuracy/Recharge
(13) Lockdown - Recharge/Hold
(45) Lockdown - Endurance/Recharge/Hold
(48) Lockdown - Accuracy/Endurance/Recharge/Hold
(48) Lockdown - Chance for +2 Mag Hold


Level 14: Health
(A) Numina's Convalescence - +Regeneration/+Recovery
(19) Numina's Convalescence - Heal/Endurance/Recharge
(21) Numina's Convalescence - Heal
(23) Numina's Convalescence - Heal/Endurance
(37) Numina's Convalescence - Endurance/Recharge
(37) Numina's Convalescence - Heal/Recharge


Level 16: Conserve Power
(A) Recharge Reduction IO


Level 18: Executioner's Shot
(A) Thunderstrike - Accuracy/Damage
(25) Thunderstrike - Damage/Endurance
(27) Thunderstrike - Damage/Recharge
(27) Thunderstrike - Accuracy/Damage/Recharge
(29) Thunderstrike - Accuracy/Damage/Endurance
(29) Thunderstrike - Damage/Endurance/Recharge


Level 20: Stamina
(A) Energy Manipulator - EndMod
(21) Energy Manipulator - EndMod/Recharge


Level 22: Dual Wield
(A) Thunderstrike - Accuracy/Damage
(31) Thunderstrike - Damage/Endurance
(33) Thunderstrike - Damage/Recharge
(33) Thunderstrike - Accuracy/Damage/Recharge
(33) Thunderstrike - Accuracy/Damage/Endurance
(34) Thunderstrike - Damage/Endurance/Recharge


Level 24: Kick
(A) Kinetic Combat - Accuracy/Damage
(31) Kinetic Combat - Knockdown Bonus
(31) Kinetic Combat - Damage/Endurance
(43) Kinetic Combat - Damage/Recharge


Level 26: Piercing Rounds
(A) Positron's Blast - Accuracy/Damage
(34) Positron's Blast - Damage/Endurance
(34) Positron's Blast - Damage/Recharge
(36) Positron's Blast - Chance of Damage(Energy)
(36) Positron's Blast - Accuracy/Damage/Endurance


Level 28: Power Boost
(A) Recharge Reduction IO


Level 30: Tough
(A) Steadfast Protection - Resistance/+Def 3%


Level 32: Hail of Bullets
(A) Obliteration - Damage
(39) Obliteration - Accuracy/Recharge
(39) Obliteration - Damage/Recharge
(40) Obliteration - Accuracy/Damage/Recharge
(40) Obliteration - Accuracy/Damage/Endurance/Recharge
(40) Obliteration - Chance for Smashing Damage


Level 35: Boost Range
(A) Recharge Reduction IO


Level 38: Weave
(A) Red Fortune - Defense/Endurance
(42) Red Fortune - Defense/Recharge
(42) Red Fortune - Endurance/Recharge
(42) Red Fortune - Defense/Endurance/Recharge
(43) Red Fortune - Defense
(43) Red Fortune - Endurance


Level 41: Body Armor
(A) Gladiator's Armor - TP Protection +3% Def (All)


Level 44: Maneuvers
(A) Red Fortune - Defense/Endurance
(46) Red Fortune - Defense/Recharge
(48) Red Fortune - Endurance/Recharge
(50) Red Fortune - Defense/Endurance/Recharge
(50) Red Fortune - Defense
(50) Red Fortune - Endurance


Level 47: Surveillance
(A) Analyze Weakness - Chance for +ToHit


Level 49: Stealth
(A) Luck of the Gambler - Recharge Speed


------------
Level 1: Brawl
(A) Kinetic Combat - Accuracy/Damage
(37) Kinetic Combat - Damage/Endurance
(39) Kinetic Combat - Damage/Recharge
(45) Kinetic Combat - Knockdown Bonus


Level 1: Sprint
(A) Celerity - +Stealth


Level 2: Rest
(A) Recharge Reduction IO


Level 1: Defiance
Level 2: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
------------
Set Bonus Totals:
12.5% DamageBuff(Smashing)
12.5% DamageBuff(Lethal)
12.5% DamageBuff(Fire)
12.5% DamageBuff(Cold)
12.5% DamageBuff(Energy)
12.5% DamageBuff(Negative)
12.5% DamageBuff(Toxic)
12.5% DamageBuff(Psionic)
20.4% Defense(Smashing)
20.4% Defense(Lethal)
8.5% Defense(Fire)
8.5% Defense(Cold)
23.5% Defense(Energy)
23.5% Defense(Negative)
6% Defense(Psionic)
17.9% Defense(Melee)
29.8% Defense(Ranged)
11% Defense(AoE)
2.5% Enhancement(Held)
6% Enhancement(Heal)
41.3% Enhancement(RechargeTime)
57% Enhancement(Accuracy)
17% FlySpeed
99.4 HP (8.25%) HitPoints
17% JumpHeight
17% JumpSpeed
MezResist(Held) 5.5%
MezResist(Immobilize) 12.7%
MezResist(Stun) 2.2%
17.5% (0.29 End/sec) Recovery
12% (0.6 HP/sec) Regeneration
7.25% Resistance(Fire)
7.25% Resistance(Cold)
17% RunSpeed


 

Posted

OK, I'm going to ask a couple questions:

1) What's your goal?
2) What's your budget?

I am a big fan [although supply is lower than I'd like] of "frankenslotting". It's cheap, and it will make all your powers "work like they did before, only much better." Here's the example I always give: 5 slotting a ranged power with
Thunderstrike Acc/Dam/Res, Dam/End/Res, Ruin Acc/Dam/Res, Maelstrom's Fury Acc/Dam/Res, Generic Damage, all around level 32-36.

This is the equivalent of slotting these SO's: 1 Acc, 3 Dam, 2 Rech, one End. 7 "slots" in 5 slot spaces, and really cheap.

Here's a classic guide to Frankenslotting, although the internal links may no longer work.

Frankenslotting is a good way to get a handle on the basics of IO's. Pick a power or two at a time, put in the bids for the recipes and salvage, craft them, slot them. I recommend two powers at a time, and don't slot a power till you have all or nearly all the IO's for it- otherwise you can end up in weird situations where you're short on damage or accuracy or something, because one of the crucial elements isn't in place yet.

Once you have frankenslotted a couple powers to get the hang of it, you can (if you wish) go for a more expensive build. Set IO's are easy to gimp yourself with- pay close attention to the percentages in Mid's. It's not worth it getting good global bonuses and ruining the power itself, unless it's a power you never use.

It's generally best if you stack a few types of bonuses high- getting a LOT of recharge or a LOT of regen is better than a little damage, little recharge, little regen, little defense and a few extra HP.

My recommendations for "Must-have IO's " are some sort of KB protection, no matter what, and optionally a Stealth IO in a travel power. As you know, shooting first is very important for a Blaster.

You can get a surprisingly good build for 40 million; a REALLY expensive build doesn't even play like the same character.

One last note: If you exemplar down a lot make sure you have the set bonuses you NEED. Level 35 IO's, for instance,don't give you set bonuses below level 32.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

OK, I'm going to ask a couple questions:

1) What's your goal?
2) What's your budget?

I am a big fan [although supply is lower than I'd like] of "frankenslotting". It's cheap, and it will make all your powers "work like they did before, only much better." Here's the example I always give: 5 slotting a ranged power with
Thunderstrike Acc/Dam/Res, Dam/End/Res, Ruin Acc/Dam/Res, Maelstrom's Fury Acc/Dam/Res, Generic Damage, all around level 32-36.

This is the equivalent of slotting these SO's: 1 Acc, 3 Dam, 2 Rech, one End. 7 "slots" in 5 slot spaces, and really cheap.

Here's a classic guide to Frankenslotting, although the internal links may no longer work.

Frankenslotting is a good way to get a handle on the basics of IO's. Pick a power or two at a time, put in the bids for the recipes and salvage, craft them, slot them. I recommend two powers at a time, and don't slot a power till you have all or nearly all the IO's for it- otherwise you can end up in weird situations where you're short on damage or accuracy or something, because one of the crucial elements isn't in place yet.

Once you have frankenslotted a couple powers to get the hang of it, you can (if you wish) go for a more expensive build. Set IO's are easy to gimp yourself with- pay close attention to the percentages in Mid's. It's not worth it getting good global bonuses and ruining the power itself, unless it's a power you never use.

It's generally best if you stack a few types of bonuses high- getting a LOT of recharge or a LOT of regen is better than a little damage, little recharge, little regen, little defense and a few extra HP.

My recommendations for "Must-have IO's " are some sort of KB protection, no matter what, and optionally a Stealth IO in a travel power. As you know, shooting first is very important for a Blaster.

You can get a surprisingly good build for 40 million; a REALLY expensive build doesn't even play like the same character.

One last note: If you exemplar down a lot make sure you have the set bonuses you NEED. Level 35 IO's, for instance,don't give you set bonuses below level 32.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

One of the first lessons with IOs is to make sure you don't reduce the base effectiveness of your powers by chasing set bonuses.

Sometimes there is no dilemma. Thunderstrike sets in ranged attacks get nice bonuses and good values for your powers, they're just awesome like that. Lockdown in Tesla cage is pretty similar - good bonuses and good values.

I cant help but see you've slotted End recudtion sets in Short Circuit and Ball Lightning though. The set bonuses are cool, but you've got no Damage bonus in either of your AoE's there, which isn't exactly ideal for any Blaster, is it?

Some powers really demand frankenslotting, ie forget the bonuses and just treat IOs as mini-Hami-O's like Fulmens describes.

Short Circuit is definitely one of these powers. You want Recharge, End Mod, Damage and a bit of accuracy (base is +30% already) to get the most out of it, so frankenslotting is the way to go.

Ranged Defence is a good overall goal. Blessing of the Zephyr is getting its values dropped, so be aware of that. But even 20% ranged Defence will change the way you play, and puts you one medium luck pill away from the defence soft-cap.


 

Posted

Thanks for the advice. I'm going to read that guide and see what I can do.

My main goals for the first build was Ranged Defense and End-sapping, the rest of the numbers were just a bonus. As for my budget; well, I've been playing for over a year and haven't bought anything more expensive than level 50 SOs, so I have a little over a billion and a half influence to blow on IOs and recipes, I also have a few of them sitting in Wentworths waiting to be used/sold.

If there are any more suggestions/opinions I'd really appreciate them as well!


 

Posted

How often do you exemplar? Do you run a lot of taskforces below level 45? Because IOs start to give higher bonuses than SOs very early so if you do exemplar often you will want either a second build for exemplaring, or to make your primary build use lower than level 50 IOs to keep those set bonuses.

Frankenslotting as Fulmens recommended is particularly suited to the easy way to get full effect at any level. As well as being cheap inf-wise, it also is very exemplar friendly since there are few set bonuses to lose, and if you pick the right level of IO, you keep the whole enhancement bonus as well.

So let us know how often and how low you exemplar and we can give you some tailored advice.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.

 

Posted

To be honest, I do exemplar a bit on my E^3 toon but I don't often have a reason to go below 30 (mostly for task forces). I don't exemplar as much on my DP toon and when I do it's almost never below 30 either.


 

Posted

(Minor note - use the short forum export option when posting builds; we don't need the giant version like the Dual Pistol build has. Also, apologies for my own Wall o' Text response; I tend to ramble when I get tired and bored.)

Welcome to the world of IOs. While it can be a bit intimidating at first to make the jump to the big leagues, IO slotting doesn't have to be all that complicated, and coming to ask on the forums is probably the biggest step you could make, so bravo. Fulmens & Crew have already pointed you towards some good general slotting tips, so I'll try to be a bit more specific to what you've presented here. Apologies if my review seems a bit brutal at times, but I'm just trying to illustrate some common IO pitfalls to avoid for next time, and you've provided some beautiful case studies. I'll start with the Electric one.



Checking the set bonus list, I see you've focused on building up your ranged defense; I did the same on my archer, and I can say it works fairly well... provided that you still keep the slotting in your actual powers as close to optimized as possible while getting there. It does a blaster no good to increase their durability but sacrifice all their damage that made them roll a blaster in the first place. Lockdown, Thunderstrike, and Mako's Bite work very well for this, along with Blessing of the Zephyr, though BotZ is going to be nerfed to roughly half of its current value when I17 hits. Since you have two sets of BotZ slotted, subtract about 3% from your total ranged defense when trying to see if you've got 'enough.'

While building an Electric blaster for sapping purposes is a perfectly fine build goal, slotting up Ball Lightning for end mod over damage is not a very efficient way to do so, since it only drains 7% endurance at base values. Short Circuit and Power Sink are your real heavy lifters when you want stuff drained, sapping 35% endurance each, unslotted, with the guaranteed 10 second -recovery in Short Circuit. While a one-two punch of Short Circuit-Power Sink should be enough to floor even most +2 enemies, if both are slotted for draining, but throwing in the efficacy adaptors in Ball Lightning adds just a few percent. Stick some Positron's Blasts in there if you want to rack up some nice set bonuses, or frankenslot for max efficiency (since none of the targeted AoE sets have good recharge).

BIG point here though - that Perf. Shifter Chance for +End in Short Circuit and Power Sink can actually give the ENEMIES extra endurance back if it activates, not you, since it applies to the target of the power, which in an attack power is the enemy. Unless you want to take away all your enemies' endurance only to hand 10 points back to them, unslot that pronto.

You six-slotted Build Up with the Gaussian set, but left Aim with just the base slot. Gaussian's is fine, and has awesome bonuses (although the low recharge personally irks me), but since both Aim and Build Up are amazingly useful tools in any blaster's arsenal, it seems a shame not to give Aim even one more slot. Using two L50 generic +Rech IOs will provide ~83% recharge, which is pretty darn close to the cap if you're short on slots. If you CAN spare a second slot, a common slotting trick is to use one generic +Rech with the +Rech and Rech/To-Hit IOs from Adjusted Targeting. This will cap recharge, with a small +Tohit boost and a +2% global damage buff for the set.

Thunderstrike, Lightning Field, and Shocking Grasp are the most painful to see, IMO. They're solid powers (well, Lightning Field has a lot of haters, but the other two are solid at least), but crippled by their slotting. The Force Feedback proc in Thunderstrike can be somewhat useful, but T-Strike is a big, slow powerhouse of an attack; with limited slots, you should probably be focused on improving its accuracy, damage, and endurance cost over it's knockback range, unless it's a theme build of some sort - I'd go with two Acc/Dam/End and a Dam/End/Rech. The same goes with the other two. Lightning Field is a prohibitively expensive toggle to leave up for extended combat with just the base slotting, so end red. is typically priority #1 even if you just use it for the looks, with some accuracy and damage if you spend lots of time in melee using it. Damage procs in damage auras, like that Scirocco piece, only add about one damage per second on average, anyway; you'd likely be better off with just a +damage SO. Shocking Grasp is both a great hold and a great attack, so it's just begging for more slots (I'd 7-slot it if I could). Basilisk's Gaze has some of the best set bonuses around, but ditch the proc and focus on the enhancement values. To find slots for these, I would take some out of Maneuvers. If you want to keep up the +Def values, you could throw 6x Lockdown or Mako's Bite in Shocking Grasp, and then use 2 or 3 Def and Def/End pieces in Maneuvers. Red Fortune's recharge and defense is nice, but not so nice when you have powers that would become vastly more useful with those slots.

A main thing to keep in mind is that procs (those Chance for _____ IOs) have the same strength in a very weak, fast attack as they do in a very slow attack, so if you want to play with procs, putting them in tier 1 attacks or AoEs is generally more efficient than in your biggest hitters. The Force Feedback proc is best placed in an AoE attack that will hit as many targets as possible (like Footstomp or Energy Torrent), because it will have roll a separate chance of activating and buffing you for every target that the attack hits. It doesn't stack, but it's much more likely to kick in that way, and it's helpful to have.

Thunderous Blast, you did absolutely right, so pat yourself on the back. Frankenslotting like that lets you do much more than SOs would allow, by being more efficient with the slots; in this case, maximizing your nuke as both an attack and a sapping tool.

Shocking Bolt is great, but it does half the base damage of Charged Bolts and under 1/3 of Lightning Bolt. If you mostly just use it as a hold, I'd advise using Lockdown over Thunderstrike here, or mix-and-matching with some HOs. If you cycle it as a third ranged attack for when closing to melee is too dangerous, since Electric Blast has no Tier 3 blast of it's own, then you're alright.

In Charged Armor, you could probably swap the pure endurance reduction slot for a res/end/rech piece if you want to keep the minor defense set bonus, or a res/end from another set if you don't care as much. You'll spend .02 or .03 more endurance per second for a few extra percent of resistance that way. More importantly though, that Gladiator's Armor +3% defense IO you put in is the single most expensive IO currently in the game, and will cost many times more influence than every other IO in the entire build put together, if you can even find one for sale. Use the Steadfast Protection res/def IO instead; it's effectively the same protection for a couple orders of magnitude less influence.


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.

 

Posted

So, I've been trying to "Frankenslot" my DP blaster using that guide and so far I've been very pleased with the results. However, I do want to get some feedback and see if I'm on the right track before I burn one of my respecs. I also didn't realize that the Gladiator's Armor +3% defense IO was so expensive, so I decided to sell the one that I've got instead of slotting it.

[edit] By the way, thank you SO much for the advice and recommendations so far![/edit]
Anyway, here's that DP build:

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

Click this DataLink to open the build!

Level 50 Technology Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg/EndRdx(7), Thundr-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(11)
Level 1: Power Thrust -- C'ngImp-Acc/Dmg/Rchg(A), Mako-Acc/EndRdx/Rchg(5), KinCrsh-Rchg/KB(5), F'dSmite-Acc/EndRdx/Rchg(7)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(13), Dev'n-Acc/Dmg/EndRdx/Rchg(13), Dev'n-Acc/Dmg/Rchg(15)
Level 4: Empty Clips -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(15), AirB'st-Dmg/Rchg(17), AirB'st-Acc/Dmg(17), RechRdx-I(19), TmpRdns-Acc/EndRdx(33)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(21), AirB'st-Acc/Dmg(21), AirB'st-Dmg/EndRdx(23), RechRdx-I(23)
Level 10: Build Up -- Rec'dRet-Pcptn(A), RechRdx-I(25), RechRdx-I(46)
Level 12: Suppressive Fire -- EoCur-Acc/Rchg(A), EndRdx-I(19), EoCur-Acc/Hold(25), EoCur-Acc/Hold/Rchg(27), Lock-Acc/Rchg(27), Lock-Rchg/Hold(45)
Level 14: Swift -- Run-I(A)
Level 16: Conserve Power -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(31)
Level 18: Health -- Heal-I(A), Heal-I(31)
Level 20: Stamina -- EndMod-I(A), EndMod-I(33)
Level 22: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Acc/Dmg/EndRdx/Rchg(36)
Level 24: Kick -- C'ngImp-Acc/Dmg/Rchg(A), KinCrsh-Acc/KB(36), KinCrsh-Rchg/KB(37), KinCrsh-Dmg/KB(37)
Level 26: Piercing Rounds -- Det'tn-Acc/Dmg/EndRdx(A), TmpRdns-Acc/EndRdx(31), Det'tn-Dmg/Rchg(37), AirB'st-Acc/Dmg(39), AirB'st-Dmg/Rchg(39), RechRdx-I(39)
Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(29)
Level 30: Tough -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(33)
Level 32: Hail of Bullets -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/Rchg(42), M'Strk-Acc/Dmg/EndRdx(42), M'Strk-Dmg/EndRdx/Rchg(42), C'ngBlow-Dmg/Rchg(43), C'ngBlow-Acc/Rchg(43)
Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(43)
Level 38: Weave -- S'dpty-Def/EndRdx(A), Ksmt-Def/EndRdx(40), RedFtn-Def/EndRdx(40), Krma-Def/EndRdx(40), LkGmblr-Rchg+(45)
Level 41: Maneuvers -- S'dpty-Def/EndRdx(A), Ksmt-Def/EndRdx(46), Krma-Def/EndRdx(46), RedFtn-Def/EndRdx(48)
Level 44: Body Armor -- ImpSkn-Status(A), ResDam-I(45), ResDam-I(48)
Level 47: Tactics -- GSFC-Build%(A), AdjTgt-ToHit/EndRdx(48), EndRdx-I(50)
Level 49: Surveillance -- UndDef-DefDeb/Rchg(A), LdyGrey-DefDeb/Rchg(50), Acc-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 4: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
------------
Set Bonus Totals:

  • 3% DamageBuff(Smashing)
  • 3% DamageBuff(Lethal)
  • 3% DamageBuff(Fire)
  • 3% DamageBuff(Cold)
  • 3% DamageBuff(Energy)
  • 3% DamageBuff(Negative)
  • 3% DamageBuff(Toxic)
  • 3% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 10.5% Defense(Energy)
  • 10.5% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 6.75% Defense(Ranged)
  • 3% Defense(AoE)
  • 6% Enhancement(Knockback)
  • 6% Enhancement(Knockup)
  • 7.5% Enhancement(RechargeTime)
  • 21% Enhancement(Accuracy)
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 9.15%
  • MezResist(Held) 7.5%
  • MezResist(Immobilize) 7.5%
  • MezResist(Sleep) 14.1%
  • MezResist(Stun) 9.15%
  • MezResist(Terrorized) 9.15%
  • 20% Perception
  • 8.5% (0.14 End/sec) Recovery
  • 36% (1.81 HP/sec) Regeneration
  • 2.5% Resistance(Smashing)
  • 0.95% Resistance(Fire)
  • 0.95% Resistance(Cold)
  • 3% RunSpeed


 

Posted

Well, sticking to level 30 and above you avoid the worst impact of exemplaring which kicks in as you go lower than 31 your enhancements get reduced in bonus. So really all you need to worry about are the set bonuses.

You can stick in 33s for max effect, but in reality anything from 30 to 35 should be fine. You'll want to stick to as many 32s and 33s as you can to maximize your set bonuses, but supply is so short that I recommend not sweating it and just going with what you can find.


"Hmm, I guess I'm not as omniscient as I thought" -Gavin Runeblade.
I can be found, outside of paragon city here.
Thank you everyone at Paragon and on Virtue. When the lights go out in November, you'll find me on Razor Bunny.