I19 Power choices


Adeon Hawkwood

 

Posted

Im trying to deside on some pool powers for my Fire/Energy blaster when I19 hits and fitness becomes an inherted ability I am desiding on what pool power to pick up in its place. I will also be grabbing up Fire Breath and slotting that up (I will then have all my fire powers but RoF). After slotting up all my attacks I wont really have any slots left over so I am desiding on what two pool powers to take that will be useful without any slotting. So far my choices seem to be Leadership (Assault & Manuevers); Pressence (Provoke & Intimidate); or finish up Medicine (Stimulant & Resurect).

Provoke I know is pointless but was thinking the fear might be useful for some CC. Leadership buffs dont seem to be worth the endurance drain when run by a blaster so doubtful Id take them. Grabbing Stimulant and Resurrect from the Medicine pool (I alrdy have Aid Other & Self) might be a bit useful at times in groups since I am fully stealthed and can reach them in any part of the map. I might consider grabbing TP Friend instead of Stimulant if I go for the Rez. I already have Speed & Flight for travel powers. So any thoughts or ideas on the subject?


Dragonhawk (lvl 50 fire/energy blaster)
Flamefrost (lvl 50 fire/ice blaster)
'Snowflake (lvl 50 ice/dev blaster)
Dragons' Flame (lvl 50 fire/fire tank)
Psyshock (lvl 30 Rad/Psi defender)

 

Posted

My suggestions would be either Resuscitate and Assault, or Resuscitate and TP Friend. As a Blaster, your priorities should be damage dealing rather than reapplying Stimulant every 45 seconds. Resus is a great tool for inbetween or even during a fight in some circumstances though, so I can highly suggest that, the only question is do you want to help the team either by teleporting them out to safety/to objectives, or a 10% damage increase for all?

My standpoint on Presense is that, as a Blaster, mez isn't going to do much unless there's nothing else of importance to pick. If there's an enemy still standing, you should have enough damage to down them. If you havn't, a little mez isn't going to stop them either.


I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc

 

Posted

Assault is always handy with just the default slot. I wouldn't bother with Maneuvers or Tactics though since even slotted they are weak on blasters.

A second travel power can be useful, such as Fly or Super Speed (if you have the City Traveler veteran reward). TP Friend or Hover can be useful too (Hover is slow, but very useful in combat because it has some protection from -fly effects).

I wouldn't fool with Stimulant (you'll be too busy blasting to use it) but Resuscitate can be a nice support power, especially if you also go TP Friend. If nothing else it comes in handy at times in Hami or Mothership raids.

Hasten is always handy even one-slotted, if you don't have it already.

If you went with the Fire APP, grab Rise of the Phoenix if you don't already have it. It's fun to not only self rez, but also blow the enemies up while doing so.

I really don't see the Presence pool helping much. Fear isn't that great a mitigation tool if you're constantly damaging the target (and as a Fire Blaster I assume you will be) and Intimidate has a short duration and long recharge, plus it only works on minions. Minions should quickly be too dead to care about how scary you are.

Personally, I'd go Assault (Fire Blasters can never have too much +damage) and either Resuscitate or Rise of the Phoenix, depending on which is applicable.

EDIT: If you want more recharge, you can also go Stealth and Invisibility and pop a LotG 7.5% in each.


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

 

Posted

In terms of what I have for my APP I chose Force. Both PFF and FoN are just too good to pass up. I dont wind up using FoN alot in groups, but for soloing its preiceless, and PFF is just great either solo or groups for saving myself, if the healer is too far from you or busy atm. For pool powers I already have flight (hover & fly), speed (hasten & ss), and medicine (aid friend & self).

Using Mids and playing aound with various abilities its showing assault basically boosting damage between 10-20 (Fire Blast goes from 200 to 210 & Blaze goes from 403 to 423) for an endurance cost of .3. If I get manuevers also I boost my ranged def from 25% to 27% and with all my toggles running I will go have an Endurance drain of 1.33/s and a endurance regen of 2.94/s so basically 1.61/s of regen for my attacks (regen goes up to 4.77/s with FoN). If I pick up assault and skip manuevers it looks like my options would be whirlwind, group fly, resurect or repulsion field. All of them could have some situational usefulness but none of them would be a power I would use on a regular basis. I was thinking the resurect/tp friend combo since Ive been on many a speed run where if people dont have stealth and the healer either doesnt have tp, is dead, or their rez is recharging. So that combo seemed to have some situational usefullness as well.


Dragonhawk (lvl 50 fire/energy blaster)
Flamefrost (lvl 50 fire/ice blaster)
'Snowflake (lvl 50 ice/dev blaster)
Dragons' Flame (lvl 50 fire/fire tank)
Psyshock (lvl 30 Rad/Psi defender)

 

Posted

Assuming you have ED capped damage slotting, Assault gives you around 5-6% more damage. That's not much solo, but every little bit can help... and boosting several people by 5% adds up. I personally would go Assault + TP Friend in that situation, because once you TP a dead teammate to safety it's usually no problem for someone to give him an Awaken rather than using Resuscitate. The actual TP, on the other hand, can come in quite handy.


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

 

Posted

Quote:
Originally Posted by StrykerX View Post
Assault is always handy with just the default slot. I wouldn't bother with Maneuvers or Tactics though since even slotted they are weak on blasters.
To be honest that can be applied to the Leadership powers no matter what AT. The advantage of the Leadership powers is not the values they provide it's that they are team buffs that anyone can take and stack up to 8 strong. Assault and Maneuvers in particular stack very well and help out in almost all situations (unless you are running with enough Defenders to cap damage/defense anyway). Tactics doesn't really stack as well mostly because unless you're running against +3s or +4s the soft cap for To Hit is pretty low (and even against +3s and +4s it's not that high if the characters are IO'd).

Leadership powers are really subject to a network effect. The more people who have them the more useful they are.

Personally I would say that Blasters are actually in a better position to take Leadership powers than a lot of other ATs. Blasters tend to have very few, if any, toggle powers in their primary and secondary (and most of the ones they do have are damage auras which tend not to be popular choices for Blasters) and the... esoteric nature of Blaster secondaries mean that Blasters often have a few spare power choices compared to other ATs.

Quote:
EDIT: If you want more recharge, you can also go Stealth and Invisibility and pop a LotG 7.5% in each.
Alternatively take Assault, Maneuvers and Vengeance. You can still stick 2 LoTG +7.5%s in those powers and you get some potentially useful team buffage as well. Unless I think up something better that's what I plan to do on my AR/Dev. (Interesting factoid, the Vengence buffs are actually based on the self buff scaling factors which means Blasters actually give a higher damage bonus than any other AT, being tied with Scrappers).