DP/Elec/Cold
Heres what I have so far:
Electric Fence: Acc
Pistols: Thunderstike
Dual Pistols: Thunderstrike
Lightning Field: Acc
Swap Ammo:
Combat Jumping: End Reduc
Havoc Punch: ToD/Makos Bite
Assault: End Reduc
Super Jump: BoZ
Build Up: NOt Guasins the other 6 piece set
Tactics: Gausins (SP?)
Executioners Shot: Thunderstrike
Hasten: x3 Rech reduc
Super Speed: BoZ
Kick:
Thunder Strike: (Saving for Oblit)
Tough:
Hail of Bullets: Multi Stike (Saving for Oblit)
Power Sink: E. Adapter
Shocking Grasp: ToD/Makos Bite
Snow Storm: ?
Frozen Armor: ?
Weave: ?
Hibernate: ?
I have no clue if thats goofy or not :/
First: If you post a Mids' build, you'll likely get more and better responses.
Second: It looks like you're slotting for defense, but your choices are all over the map. I see a variety of positional defense sets, and then you have Frozen Armor. FA gives Smashing Lethal defense, which doesn't stack with your positional defenses (though your Melee defense from sets will grant half its value in S/L def). In the end, you'll block some attacks from just about any enemy, but not a very significant amount.
For a blaster, if you're going to focus on defense, you should pick one type and stick to it. I personally would recommend either Ranged with some extra AoE if you have the slots (for a blaster that plans to stay at range) or Smashing/Lethal (if you plan on being in melee range as often as not). Try to get to 45%, whichever you pick. It won't be cheap.
If you're going for S/L, forget Gaussian's. It eats up a huge amount of slots, and only gives its full bonus to positional defense. To typed defense, it only gives 1.25%.
I prefer Scorpion Shield to Frozen Armor because it gives Smashing/Lethal/Energy defense and Toxic resist, instead of S/L def and Cold resist. It also doesn't turn you into an ice cube. If you prefer the other powers in Cold Mastery, stick with FA. It's not a big difference.
Get the Fighting Pool (I see you have it in the build posted). Four slot boxing if you don't already have 5 single target melee attacks (I'll explain why in a moment). Don't add any slots to Tough. You'll need them elsewhere. Just put a Steadfast Protection Unique in it and pretend that it's an auto power that grants 3% def to all. Slot Weave as you prefer - I like Luck of the Gambler.
Don't bother with the End Redux in Combat Jumping; it's practically free as is. Either slot it with a common def IO, or a LotG +recharge.
Pick 5 single target melee attacks and four slot them with Kinetic Combat. This will massively increase your S/L defense. If they're attacks that you're not likely to use (like Boxing), just slot the cheapest parts you can. If you're going to use the attacks a lot, slot the first four and ignore the proc, then add one or two slots and fill them with triples or quads from Crushing Impact or Mako's Bite.
Stealth and Maneuvers are both usefull for adding a bit more defense, if you have room.
Once you've got 45% defense, work in as much +recharge as you can. Luck of the Gambler +recharge in your defense powers, Positron's Blast in your ranged AoEs and Devastation (I think, I always get devastation/Decimation mixed up) in your ST blasts are a good start. Without purples, I doubt you'll get enough recharge to perma Hasten, but you should be able to get a fair amount.
Building like this will be expensive, but using Alignmet Merits can cut the cost immensely, as long as you're willing to be patient.
I can't say how this would hold up in PVP, but my DP/Energy/Mace blaster with 45% S/L def and 90%-ish recharge solos most groups at x8 fairly well. It took a lot of time and Inf to pull off though.
I'll work up a build later and post it for you. Even if it's not exactly what you're looking for, it shouldn't be too hard to adapt.
@Roderick
OK, this is what I quickly whipped up. See notes below the build.
Hero Plan by Mids' Hero Designer 1.81
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Pistols
- (A) Decimation - Accuracy/Damage
- (3) Decimation - Damage/Endurance
- (3) Decimation - Damage/Recharge
- (5) Decimation - Accuracy/Endurance/Recharge
- (5) Decimation - Accuracy/Damage/Recharge
- (A) Decimation - Accuracy/Damage
- (46) Decimation - Damage/Endurance
- (46) Decimation - Damage/Recharge
- (46) Decimation - Accuracy/Endurance/Recharge
- (48) Decimation - Accuracy/Damage/Recharge
- (A) Decimation - Accuracy/Damage
- (7) Decimation - Damage/Endurance
- (7) Decimation - Damage/Recharge
- (9) Decimation - Accuracy/Endurance/Recharge
- (9) Decimation - Accuracy/Damage/Recharge
- (A) Multi Strike - Accuracy/Damage
- (37) Multi Strike - Damage/Endurance
- (37) Multi Strike - Damage/Recharge
- (40) Multi Strike - Accuracy/Endurance
- (40) Multi Strike - Accuracy/Damage/Endurance
- (40) Multi Strike - Damage/Endurance/Recharge
Level 8: Bullet Rain
- (A) Positron's Blast - Accuracy/Damage
- (17) Positron's Blast - Damage/Endurance
- (19) Positron's Blast - Damage/Recharge
- (19) Positron's Blast - Accuracy/Damage/Endurance
- (21) Positron's Blast - Chance of Damage(Energy)
- (A) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance
- (11) Kinetic Combat - Damage/Recharge
- (13) Kinetic Combat - Damage/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (13) Kinetic Combat - Damage/Endurance
- (15) Kinetic Combat - Damage/Recharge
- (15) Kinetic Combat - Damage/Endurance/Recharge
- (A) Luck of the Gambler - Defense
- (17) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (43) Recharge Reduction IO
- (A) Decimation - Accuracy/Damage
- (21) Decimation - Damage/Endurance
- (25) Decimation - Damage/Recharge
- (29) Decimation - Accuracy/Endurance/Recharge
- (31) Decimation - Accuracy/Damage/Recharge
- (A) Jumping IO
- (A) Kinetic Combat - Accuracy/Damage
- (23) Kinetic Combat - Damage/Endurance
- (23) Kinetic Combat - Damage/Recharge
- (25) Kinetic Combat - Knockdown Bonus
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Luck of the Gambler - Defense/Endurance
- (27) Luck of the Gambler - Defense/Endurance/Recharge
- (27) Luck of the Gambler - Defense
- (29) Luck of the Gambler - Recharge Speed
- (A) Multi Strike - Accuracy/Damage
- (34) Multi Strike - Damage/Endurance
- (36) Multi Strike - Damage/Recharge
- (36) Multi Strike - Accuracy/Endurance
- (36) Multi Strike - Accuracy/Damage/Endurance
- (37) Multi Strike - Damage/Endurance/Recharge
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Multi Strike - Accuracy/Damage
- (33) Multi Strike - Damage/Endurance
- (33) Multi Strike - Damage/Recharge
- (33) Multi Strike - Accuracy/Endurance
- (34) Multi Strike - Accuracy/Damage/Endurance
- (34) Multi Strike - Damage/Endurance/Recharge
- (A) Efficacy Adaptor - EndMod
- (48) Efficacy Adaptor - EndMod/Recharge
- (48) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (50) Efficacy Adaptor - Accuracy/Recharge
- (50) Efficacy Adaptor - EndMod/Accuracy
- (50) Efficacy Adaptor - EndMod/Endurance
- (A) Kinetic Combat - Accuracy/Damage
- (39) Kinetic Combat - Damage/Endurance
- (39) Kinetic Combat - Damage/Recharge
- (39) Kinetic Combat - Damage/Endurance/Recharge
- (A) Endurance Reduction IO
- (43) Endurance Reduction IO
- (A) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (45) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (A) Run Speed IO
Level 1: Brawl
- (A) Empty
- (A) Empty
- (A) Empty
- (42) Empty
- (42) Empty
- (42) Empty
- (43) Empty
Level 4: Ninja Run
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Level 6: Chemical Ammunition
This gets you just over 45% defense to Smashing/Lethal. You've also got 58% global recharge, before Hasten. This leaves you with about 20-30 seconds of downtime on Hasten.
As slotted, Power Sink will take you from 0 to full off two targets, and will be back every 25 seconds, before accounting for Hasten.
I'm unsure how badly you'll need Stamina. If you find that this build runs dry too easily, use the four slots that I placed in Rest to slot Health and/or Stamina. (This is an Issue 19 build, it assumes that you'll have them as inherents rather than selecting them as power picks)
If you don't need the extra slots for Health/Stamina, move one into Charged Brawl and Havoc Punch, and two into Shocking Grasp, and fill them with your favorite triples or quads from Mako's Bite or Crushing Impact.
I personally would have slotted lower level enhancements in most places, in order to keep set bonuses while exemplared. Of course, doing so will reduce the enhancement values in the powers. This will have noticable effects in two places: Your melee attacks and your defense powers. Kinetic Combat does not provide the best enhancement values; lowering the levels will have noticable effect, especially when you aren't even at 99% damage at max level. Right now, you're just barely over 45%, so lowering the level of the enhancements in the defense powers WILL drop you below the softcap. Not by much; you might consider it an acceptable amount.
You had stated that you were intending to slot Obliteration into Thunderstrike and Hail of Bullets. I put Multistrike in both of those and Lightning Field. Either one would be good for HoB - Multistrike has far better endurance reduction and accuracy, Obliteration gives a better Defense set bonus, and cuts an extra 11 seconds off the recharge. In Thunderstrike, Obliteration will only take 2 seconds off the recharge. With Multistrike, it will be a bit slower, but since you'll still be using it every 9-10 seconds, the extra endurance reduction is a good thing. And Lightning Field needs to be slotted to have its best effect. Because it's a toggle, Multistrike is again the best choice. Another thing to consider in Multistrike vs. Obliteration is that Multistrike is FAR cheaper.
I personally wouldn't use Electric Fence at range, since mixing it into your attack chain will cause redraw. However, once you're at melee rance and start using your melee attacks, it's fine to throw it in as a filler attack if needed.
There's probably places where this build is lacking, but it should be fairly solid, and I'm sure others will show up with their own insights eventually.
EDIT: I just realized that I had completely neglected your Knockback protection. You said that you have some Blessing of the Zephyrs already; just slot the KB protection from those into SS and SJ instead of the common run/jump IOs.
EDIT2: Somehow, I either missed the first part of your post, or it slipped my mind before I replied. Sorry.
Why can't you use Mids'? It's far better than the online planner, so if you can make it work, it's worth it. If you can't, well, I posted a detailed copy of the build, so you should be able to make sense of it anyways.
Concerning the Rule of 5, it's 5 bonuses of the same name. So if you get 6.25% recharge from Posi's Blast and 6.25% from Decimation, both are called "Large Recharge Bonus" under Set Bonuses on your Powers window, so you can only have 5 total, whichever set they came from. If they do the same thing but have different names - like "Huge Recharge Bonus" and "Luck of the Gambler: +7.5% Global Recharge Speed", both of which are 7.5% rechagre - then you can have 5 of each. Generally, it's safe to count the same bonus from different sets as the same thing for the Rule of 5 - it usually is.
@Roderick
Thanks a ton for the reply. I wish I could post a mids build but I have a Mac thats why I said I couldnt use Mids :/. I didnt realize that the different defenses (Type vs. Position) didnt stack. I will take that into account. I may have to rework everything I think I kind of jumped the gun on buying IO's...I was very excited as the game has done a 360 since I last played. All of my enhances are lvl 50 :/ Considering the IOs I already have should I skip FA/SS and try to work in positioal defense strictly from set bonuses? With the Thunderstrikes and a few others my ranged defense is pretty good (something like 20%). The way Im set up now I find myself being kind of durable but I really dont group often so I have little comparison. In the end though I really do like Blapping and have plenty of patience so I think reworking to cap L/S will be my choice. Is there a way to unequip IOs that are already slotted besides respecing and not reslotting them? Will the I19 respec allow me to not reslot ALL of my IOs so I can kind of work from the ground up? Or considering the ease of lvling should I just reroll?
I really hate that Mids' doesn't work on Macs, but when it was first developed, that wasn't an issue. And rewriting it in a language that can be ported to Mac is probably more work than the Mids' team is going to want to do. :/
Ranged defense isn't the best choice for a blapper, because most mobs won't use ranged attacks in melee range unless they have no melee attacks recharged. So to use Council as an example, assuming that you're at melee range, War Wolves and Mekmen will almost never use a ranged attack, Galaxies and regular soldiers will only use ranged attacks about 1/4 to 1/3 of the time, and Marksmen will only rarely use melee attacks. Your ranged defense will be effective against about 25% of incoming attacks. If you had S/L defense, it would protect you against every attack from every enemy in the faction except ranged attacks from Galaxies, and the fire and cold shots from the marksmen. That's why I recommended S/L. Note that all the attacks that one lets through are covered by the other. Having moderate amounts is good, but getting large amounts of both is going to be difficult without making sacrifices in the build.
If you wanted to stick with the Ranged defense, I'd recommend one of two options: You could stay at range, possibly respeccing into Hover/Fly, so that enemies can only use ranged attacks on you. I hesitate to suggest this for you, because Hail of Bullets and most of Elec Manipulation are useless out of melee. The other option is jousting, which a build with both Ss and SJ should excell at. Jousting refers to queueing an attack from out of range, running into range and jumping away just before the attack fires. By doing this, travel suppression doesn't kick in as you jump away, and you spend more time at range where your defense shines. You can joust PBAoEs like Hail of Bullets too, but it's more complicated, since you can't queue the attack. It's a far more active method, and not for everyone, but it's effective, and if you want to PVP on a blaster, it's a good skill to have anyways.
As I said before, the level 50 IOs are fine, if you don't plan on exemplaring. In fact, if you plan on playing at 50 exclusively, they're better, because they have higher enhancement values. Lower level IOs are more exemplar friendly, but have lower enhancement values, so may make the build weaker, if you're not careful.
Right now, the only way to get IOs out of a build is to respec and put them in your enhancement tray, 10 at a time. Do NOT leave them in the big tray in the bottom; they'll be vendored for far less than market value. The devs have not hinted at a way to let us get back more in the future, in fact they seem against the idea.
There's nothing wrong with what you've got right now, it's just sub-optimally slotted. A character with set bonuses is always better than one with the same enhancement values and no set bonuses. If you want to make a fairly minor change, I'd stick with most of what you've got and change your epic to one with a resist based armor, so that the attacks that get through do less damage. If I remember correctly, some of the Patron Pools come with an AoE immobilize, which would be perfect for keeping them at range, then hopping in to hit Hail of Bullets, Power Sink, and a couple melee attacks, then hopping away again.
I would say that you should keep the character, tweak the build as you get the chance, and level up other characters at the same time - you do have 12 slots per server, after all! Honestly, you're not going to get the best builds on your first try until you've got more experience doing builds. Coming here and asking for help is one thing, but actually playing the character and seeing how things work together makes is all make a lot more sense.
@Roderick
Hi all,
I cant use mids so im playing around on the online planner but it doesnt post numbers. So I was wondering two things. Can some of you folks out there post a DP/Elec/Cold build for me? I will let you know what I would like to focus on. The other thing is can I understand the rule of 5 so lets say I have 6 full sets of Thunderstrike...only 5 of the count towards bonus, now lets say there is another IO set with the exact same bonuses as TS does the 5 limit only count for same IO's or does it apply to the same bonuses as well?
1) Group and solo friendly
2) Good defense, I like to use range attacks as I close in then Blap for the finish
3) I would like to keep SJ and SS for the double BoZ def and KB protection
4) Good single target (ATM im trying DP/Elec/Elec but w/o +def epic im hurting)
5) Viable for PvP and PvE
I have IO's already, full sets:
3 Thunderstrike (Pistol, DP, ES)
1 E. Adapter (Power Sink)
1 Makos Bite (Shocking Grasp)
1 Guasins (SP?) (Tactics)
1 of the other 6 IO to hit buff (BU)
2 Blessing of Z (SJ/SS)
5 or less but working on more:
Touch of Death X5 (Havoc Punch)
Lockdown X2 (SF)
Multistrike x5 (HoB)
I think thats about it. I hope Im on the right path. I do see some of my own correctable weaknesses but wanted input from other folks. Mace mastery is also an option but I really like snow storm and Im not overly opposed to frozen armor looks.
Oh also I run this build now w/o fitness just fine so an i19 build will be perfect.
Thanks
Another edit: I dont slot empty clips or PS I generally
Pistols-DP-Pistols-BU-ES-SG-HP
Thats my basic single target attack chain.