What goes good with DP?
I've heard DP/MM is fairly potent.
I have a DP/Dev. Although I took very few /Dev powers, electing instead to focus on Power Pools for defense.
The plastic tips at the end of shoelaces are called aglets. Their true purpose is sinister.
--The Question, JLU
DP has a particularly annoying redraw time, so it's a bit of a pain to use your secondary as part of your attack chain unless you only use one set at a time (for instance, Psychic Scream + Psychic Shockwave then switch to pistol attacks). In particular, Blapper style secondaries like Electric will be annoying. My suggestions are:
DP / Mental - Open up with your /Mental AoEs then start shooting
DP / Energy - Ignore the melee attacks and use perma-Boost Range to fight at a distance
DP / Ice - Open up with Shiver and Ice Patch then start shooting
DP / Devices is not recommended unless you like soloing and are very patient since you have no Aim or Build Up.
DP / Fire could work for an AoE build, using Combustion and FSC then Hail of Bullets or Bullet Rain. DP / Mental would be safer though.
Finally, DP / Energy is also the closest thing to a gun-fu martial artist build we have. If you like concept more than you hate redraw it could work, just color the punches so that the energy isn't as obvious.
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
DP/En also can be built so few of the powers need to be used when you're using your attacks. Conserve Power, Build Up, and Boost Range are pre-fight, so once you fire them off, you can draw and just keep blasting.
I've heard DP/MM is fairly potent.
I have a DP/Dev. Although I took very few /Dev powers, electing instead to focus on Power Pools for defense. |
Caltrops alone is worth the secondary. Soloing and on teams, it offers a lot of control and some not insignificant damage. Foes slowly fleeing the spiky patch on the floor are sitting ducks for you to use for target practice.
If I remember Silverado's comment right, Caltrops actually does more DPA than Blaze. Of course, that's an AV-fighter's perspective.
Obviously it's a matter of taste, but I don't find the redraw on pistols to be that annoying. It seems a lot faster than the redraw on AR or archery.
The primary times that I notice redraw on my DP/MM are 1) after using buildup and 2) when I am using some combination of rain of bullets/empty clips/psychic scream as an attack chain. It's not that big a deal in either situation.
I can see how it could be annoying if you were using one of the sets with more melee attacks, though. Too bad they couldn't make some kind of pistol whip hand model and just remove the redraw.
I would go with /mental or /fire if you want more aoe (and more time spent in melee), or /ice or /energy if you want to play at range and in more safety.
Can't recommend /dev because I frankly find the lack of buildup to be sort of crippling in a set that also doesn't have aim.
@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)
Just curious for Blasters what goes best? I have a DP/Traps Corruptor...
Any suggestions?