Really ranged blasters
/NRG, Boost Range
put 3 Dam/Range HO's in all viable attacks
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
Okay, that's a solid consensus, it looks like: /energy secondary makes whatever primary do its ranged thing better?
the power doesn't open up till lv35 though, but Boost Range increases your ranged attack ability by 60%
I like the sound of Dam/Range HOs in a /nrg blaster. I think I should stock up more.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Archery/Energy is probably and arguably the best ranged blaster. Tier 1 and 2 attacks with enough recharge can be chained by themselves alone, has a 50ft ranged cone, a targeted AoE, an 80ft tier 3 blast, and a fast recharging mini nuke.
Virtue: @Santorican
Dark/Shield Build Thread
Thanks, I was about to follow up with a question about secondaries.
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
arch/em
or
psi/em
both have the most range of the blast sets.
arch is an aoe damage monster with ok st, but psy is very safe and can edge arch out in st damage
Archery / Energy is a lot of fun and plays very well as a pure ranged set. Put Boost Range on auto and you can easily make it permanent (3 recharge SOs or two recharge plus modest global recharge bonuses). It's also easy to get a good single target attack chain out of Snap Shot -> Aimed Shot -> Snap Shot -> Blazing Arrow, and since all of those attacks have an 80 foot base range you'll be able to do so from up to 127 feet away with just Boost Range.
If you slot two Damage / Range HOs per power that leaves four slots for set bonuses and gives you 160 foot range attacks plus a 100 foot range cone. And for maximum goofiness, slot three Damage / Range HOs in your snipe... with Boost Range that gives you a 323 foot snipe. You'd pretty much need a spotter to target through just to see something that far away, and could probably outrange every enemy in the game except Hamidon and maybe the Mitos.
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
AR/Energy/Munitions is the way to go if you want massive range, good single target, and excellent AoE damage.
Burst starts out at range 90 - 4 slotted with Devastation + 2 Centrioles + boost range = range 180
Slug starts out at range 100 - 4 slotted with Devastation + 2 Centrioles + boost range = range 200
M30 Grenade starts out at range 80 - 5 Slot Posi (all but the proc) plus 1 centriole + boost range = range 156
Sniper Rifle starts out at range 150 - 5 Slot Sting of the Manticore plus 1 centriole + boost range = range 288
Full Auto starts out at range 80 - 5 Slot Posi (all but the proc) plus 1 centriole + boost range = range 156
LRM Rocket starts out at range 150 - 5 Slot Posi (all but the proc) plus 1 centriole + boost range = range 293
The short stuff like Flame Thrower and Buckshot are just a couple feet off of standard range.
teleport + hover is the transportation method of choice. Teleport + Boost range = fastest travel in the game.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
You can probably see why /NRG is a secondary without the immob.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
I've been dabbling on and off all night (joys of insomnia). Archery/energy is a lot of fun, but energy/energy is a special craziness.
I'm going to disagree with everyone else and say /Dev instead of /Energy. The only benefit /Energy has is that you get Boost Range and therefore a longer range for your attacks. Most of the rest of the set is melee range powers. Ice and Devices both offer ranged powers that can be used to keep you out of melee.
I'm going to disagree with everyone else and say /Dev instead of /Energy. The only benefit /Energy has is that you get Boost Range and therefore a longer range for your attacks. Most of the rest of the set is melee range powers. Ice and Devices both offer ranged powers that can be used to keep you out of melee.
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The other nice thing about going /energy and focusing on range is that you can skip most of the rest of the secondary and take other pool/utility powers that compliment the primary.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Hover and maximum range is 100% chance of staying out of melee range. The slows in Ice and Dev (and controls) are short ranged and don't work on things that are immune to slows like BP zombies and War wolves.
The other nice thing about going /energy and focusing on range is that you can skip most of the rest of the secondary and take other pool/utility powers that compliment the primary. |
A) Go Devices so you get Web Grenade
-or-
B) Take Air Superiority
Reasoning:
There are enough flying enemies in the game that hoverblasting will not always keep you out of melee range of everything. So, you need something with -fly to get the flyers away from you. My Sonic/Devices has both....I just like smacking stuff outta my face, even though I could just use my webnade. Also, it's nice to have a back up plan in case one misses.
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. |
AR/Energy/Munitions is the way to go if you want massive range, good single target, and excellent AoE damage.
Burst starts out at range 90 - 4 slotted with Devastation + 2 Centrioles + boost range = range 180 Slug starts out at range 100 - 4 slotted with Devastation + 2 Centrioles + boost range = range 200 M30 Grenade starts out at range 80 - 5 Slot Posi (all but the proc) plus 1 centriole + boost range = range 156 Sniper Rifle starts out at range 150 - 5 Slot Sting of the Manticore plus 1 centriole + boost range = range 288 Full Auto starts out at range 80 - 5 Slot Posi (all but the proc) plus 1 centriole + boost range = range 156 LRM Rocket starts out at range 150 - 5 Slot Posi (all but the proc) plus 1 centriole + boost range = range 293 The short stuff like Flame Thrower and Buckshot are just a couple feet off of standard range. teleport + hover is the transportation method of choice. Teleport + Boost range = fastest travel in the game. |
I have this as well !!! It Rocks !!!
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
If you're going to hoverblast you want one of two things:
A) Go Devices so you get Web Grenade -or- B) Take Air Superiority Reasoning: There are enough flying enemies in the game that hoverblasting will not always keep you out of melee range of everything. So, you need something with -fly to get the flyers away from you. My Sonic/Devices has both....I just like smacking stuff outta my face, even though I could just use my webnade. Also, it's nice to have a back up plan in case one misses. |
Power Push slotted with Three Damage Range HO's keeps EVERYTHING out my face.. in fact it never gets near my face...
The hard things I can do--- The impossible just take a little bit longer.
If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-
If you're going to hoverblast you want one of two things:
A) Go Devices so you get Web Grenade -or- B) Take Air Superiority Reasoning: There are enough flying enemies in the game that hoverblasting will not always keep you out of melee range of everything. So, you need something with -fly to get the flyers away from you. My Sonic/Devices has both....I just like smacking stuff outta my face, even though I could just use my webnade. Also, it's nice to have a back up plan in case one misses. |
Devices has a lot of nice tricks and gets two powers to help keep enemies at range in the low levels.
I am surprised no has mentioned Mental.
At level one you get a ranged immob (80', which is way longer than any other secondary's immob) to keep an enemy at range.
At level 4 you can take a melee KB power to send an enemy back to range.
At level ten, you get a 60' ranged cone with good damage and decent mitigation in the form of -recharge.
Take Concentration (Build Up clone) at level 16.
At level 35 you get a ranged control power.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
what? lol, there's nothing wrong with it and Dam/Range Hami's are cheap. Not everyone slots with IOs.
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Gives the same damage and range with some end and rech thrown in, and speaking of rech, you get 6.25% global, and 9% acc global.
But, short on slots, and aren't we all, the three hamis are great. I never, ever, knew there was one that was actually useful to me without having some resistance or something tacked on in some way that makes no sense.
I do a mix of solo and group play - more solo than team at the moment - and I'm happiest when I can stay back, out of melee range, and unload at things that can't poke me. What do y'all suggest for power combos that do nice fun blaster damage while keeping me out of melee as much as possible?
(I realize that the blueside answer for most thoroughly ranged play is "controllers". They're fun too. But I'm curious about ranged blasting at the moment.)