Help Scarlet Be a Better Blaster


Adeon Hawkwood

 

Posted

I've been wanting to respec Scarlet for a long time now but the knowledge that I19 and inherent fitness was imminent has put me off (well that and plenty of altaholism) but now that it's finally here I need to redo her

I've never been happy with her build... All Electric is fun to play but has always felt terribly under powered

This is her current build:

|MxDz;1365;671;1342;HEX;|
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|6978F7247B7E67E73F6766CE6D69EB7A88E8F12C5178DE366 AB59539EE5DB3AADF36|
|DC8DAA61B7168A46D536DDA142A95C5C673B110DFEF559B96 3386BE66A76C1368B6E|
|D52A1AB6CC4ED4F5C246A552AEBAFF1C2C777B65C970ACCA8 66DB856D9892E3A25B3|
|6A3A6EB63E082E97CB76F6866DAD95DC908C2DD7316BB5007 E0A15D35C8D62B8E86C|
|5A35EBBE6573D0EE858A556C2C6309F9B77BB8D8CBFC4D52B D35D11BEEF3A41D08F6|
|01DF9E6017683E64E46895CEDA138D2848591E79248CE7ADB 81E012DC748D2F28E91|
|A1C073F6CE52E0A5A68C39B67931C9E7FD0CEFD007C14720F 209D9222A4507F97555|
|A36ADEA68847E96D014118680F024DECA64B69FA08C2E4B9F 74B1AFF362CED9B40E7|
|16234E9D8FF07741A569A3615DAD47352D981241D02308B21 E163DDCEB85D007F4C5|
|009DF55629B3F52E2AEABB07F4DF648C51FF0C6380C2EC168 59B27DA09FD621BD0A2|
|ABC5227EC78E0661881AD0CC7A97ACAF2B01CB14F7DD92B1F B07660C7D177C157CC3|
|6E4FB343AF6C43EF0C844BD704F382396064165863BF98048 DA5449810C481D171A0|
|446A31083A7028C281601F18DF13EC6A6AB90FD40B915B32F 853841320FE5B53271D|
|3F95BF5FC0046143D7D97D58520C3F15E199E00590947D49C AF1D8A43619758FC966|
|241FF2BE8E527A1D7A5A9D723BED70E884B825E4EAA5DF031 9A547287315735FB35B|
|4ADC52D3389ECC14309913E481575EC20BE033CB4AD2C963B 97A47B8C15F4284CBCE|
|7A2E8319F9B44096D0EF3B7B4FA7DCE85683C1CF2EE3B4ECA B3F30F2C410FBF4FFB6|
|6443091924BCD260919B973B5FF7D47943FEBCE10F8FEE0E5 D|

Pretty horrible I think you'll agree - so how could you improve it?

Important factors: It's all gotta be Elec, even the Epic, and flight is the travel power. I would like to junk stealth but I don't want to sacrifice the defence. I don't need all sets to be purpled out - although I don't mind working towards that eventually and she's not really a blapper.

I'll set most IOs to around the35-4-ish to cover exemplaring.

All suggestions welcome



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

I ended up deleting my ele/ele long ago, I found sapping just boring, I am not sure what it is but I find debuffing mobs on my ill/rad controller allot more fun then draining blue bars from mobs, and since sapping wasnt all that fun niether was there damage, I personally think ele/ele should get some more stuns and less end drain and give more end return.

The playstyle is fun but the damage and end draining is lackluster in my opinion.

There really is no suggestions except take more electric powers or take something from the fire epic pool if you want more damage.


 

Posted

I don't have mids so I can't see your entire build but initially I was going to suggest depending more upon your secondary for damage. However, I saw that comment you made about her not being a blapper.

I've tried playing electric blasters in the past and ended up deleting them. The only one I kept for a while was for concept. I just didn't feel like I was doing what teams expect of a blaster and that's deal massive damage. Sadly, no one invites blasters to teams because of their awesome sapping abilities.

I have not converted any of my blasters to villains but perhaps you can look into that, maybe there is more damage to be picked up with an ancillary there and still stay with any concepts you may or may not have.

Good Luck!


 

Posted

People have different definition of blapping. Some believe it means staying in melee all the time, some take it to mean that you use melee attacks when the opportunity presents itself.

One thing is for certain - If you want to hover blast with a range def build you are going to have to take and slot most of those melee attacks with makos. If you want to build for s/l defense you still need to slot a few of those melee attacks with kinetic combats. Treating the melee attacks purely as set mules would be a terrific waste of their potential.


 

Posted

Quote:
Originally Posted by Scarlet Shocker View Post
she's not really a blapper.
I can't check your build right now but I suspect this is the cause of your problem. You are pairing Electric Blast which is somewhat low damage put offers potentially high mitigation (through sapping) with Electrical Manipulation a set that offers decent melee damage plus some sapping and then not Blapping.

Elec/Elec/Elec in particular is a combo that really works best as a Blapper. You've got several good Sapping tools that require you to be in close, strong melee attacks and Electrical Mastery similarly supports this by giving you two panic button powers.

Obviously you can play however you want but you are essentially playing against type which is probably why you find the character weak.


 

Posted

interesting point. I have been a blapper with her but I found her to be too squishy - so I've tried to curb that and put some range defence in - that helped a bit in that she's now a bit more survivable but she's never been a high damage dealer.

Prior to Electric control you could almost call her a "blastroller" but an elec dominator eats her for breakfast in any kind of bench test.


She's my main - my 2nd ever toon so I don't want to abandon her but I'm disheartened playing her these days



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

Quote:
Originally Posted by Scarlet Shocker View Post
interesting point. I have been a blapper with her but I found her to be too squishy - so I've tried to curb that and put some range defence in - that helped a bit in that she's now a bit more survivable but she's never been a high damage dealer.
The other option is to build in S/L defense. A majority of melee attacks and a decent number of ranged attacks (especially from gun wielding groups) deal at least partly smashing or lethal damage so it protects against a more diverse array of attacks than simple ranged defense, with the downside being it provides no protection against ranged attacks that deal pure elemental damage or don't deal damage (i.e. certain ranged mez powers).


 

Posted

People have been providing good info but none have provided an alternate build, So here you go.

As you stated you didnt like Blapping I went for a range def build, with some nice SL res too.

The build has soft capped range def and 43% res to SL and 27% res to energy. So on the odd occasion u get hit it should soften the blow somewhat.

Mids got updated tonight with stamina inherent so make sure yours is updated before viewing the build. Hope this helps you out and you can start enjoying the toon again!

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Scarlet Shocker: Level 50 Natural Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(9)
Level 1: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(45), Thundr-Dmg/Rchg(48), Thundr-Acc/Dmg/Rchg(50), Thundr-Acc/Dmg/EndRdx(50), Thundr-Dmg/EndRdx/Rchg(50)
Level 2: Lightning Bolt -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(11), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(15)
Level 4: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(29), Posi-Dam%(29), Posi-Acc/Dmg/EndRdx(48)
Level 6: Short Circuit -- Erad-Dmg(A), Erad-Acc/Rchg(31), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Rchg(34)
Level 8: Aim -- RechRdx-I(A), RechRdx-I(46)
Level 10: Hover -- DefBuff-I(A), LkGmblr-Rchg+(17)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
Level 14: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(46)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(46)
Level 18: Combat Jumping -- DefBuff-I(A), LkGmblr-Rchg+(19)
Level 20: Tesla Cage -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(27)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam/EndRdx(25), TtmC'tng-ResDam(25), TtmC'tng-EndRdx(27)
Level 26: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(37), BldM'dt-Acc/EndRdx(37), BldM'dt-Acc/Dmg/EndRdx(37), BldM'dt-Acc(39), BldM'dt-Dmg(39)
Level 28: Thunder Strike -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Rchg(34), Erad-Dmg/Rchg(34), Erad-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Acc/Dmg/Rchg(36)
Level 30: Weave -- HO:Enzym(A), HO:Enzym(31), LkGmblr-Rchg+(31)
Level 32: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(48)
Level 35: Power Sink -- RechRdx-I(A)
Level 38: Shocking Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Dam%(40), Mako-Acc/Dmg/EndRdx/Rchg(43)
Level 41: Shocking Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
Level 44: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-EndRdx(45)
Level 47: Surge of Power -- RechRdx-I(A)
Level 49: EM Pulse -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), P'Shift-End%(3)
------------
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)
  • 6.75% Defense(Fire)
  • 6.75% Defense(Cold)
  • 33% Defense(Energy)
  • 33% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 34.88% Defense(Ranged)
  • 7.688% Defense(AoE)
  • 3.6% Max End
  • 44% Enhancement(Accuracy)
  • 28.75% Enhancement(RechargeTime)
  • 20% FlySpeed
  • 108.43 HP (8.998%) HitPoints
  • 20% JumpHeight
  • 20% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Held) 3.3%
  • MezResist(Immobilize) 3.3%
  • MezResist(Sleep) 4.4%
  • MezResist(Stun) 6.05%
  • 14% (0.234 End/sec) Recovery
  • 1.575% Resistance(Fire)
  • 1.575% Resistance(Cold)
  • 20% RunSpeed


 

Posted

I'd use Lockdowns instead of Thunderstrikes in that build that Techno posted (Hold set - 3.75 Def to Ranged)

I decided to make you a build as well although personally I favor melee range blasting. This is a ranged build not unlike Techno's build although it is not capped for Ranged (still 39% aint too shabby) it doesnt sacrifice much in terms of functionality.

You also get PVE invis / team friendly maneuvers and tactics (and perception). I also included Zapp but did not include Short Circuit (Functionally it may be used once in a while whereas I figured you'd get more mileage from zapp). PM and I'll send you my main's build (Electric/Electric/Scorpion Shield) if you're curious


Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(40), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 1: Electric Fence -- Empty(A)
Level 2: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34), Thundr-Acc/Dmg/Rchg(46)
Level 4: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(43), Posi-Acc/Dmg/EndRdx(43)
Level 6: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15), Flight-I(17)
Level 8: Aim -- RechRdx-I(A), RechRdx-I(13)
Level 10: Boxing -- Empty(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(15)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(17)
Level 18: Tesla Cage -- Lock-Acc/Hold(A), Lock-Acc/Rchg(19), Lock-Rchg/Hold(19), Lock-Acc/EndRdx/Rchg/Hold(21), Lock-%Hold(21), Lock-EndRdx/Rchg/Hold(37)
Level 20: Super Speed -- Clrty-RunSpd(A), EndRdx-I(37)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(23), RctvArm-ResDam/EndRdx/Rchg(23), RctvArm-ResDam(34), RctvArm-EndRdx(34)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(37)
Level 26: Voltaic Sentinel -- BldM'dt-Acc/Dmg(A), BldM'dt-Dmg/EndRdx(27), BldM'dt-Acc/EndRdx(27), BldM'dt-Acc/Dmg/EndRdx(31), BldM'dt-Acc(36), BldM'dt-Dmg(36)
Level 28: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(29), LkGmblr-Def/EndRdx/Rchg(31)
Level 30: Tactics -- EndRdx-I(A), EndRdx-I(31), EndRdx-I(50)
Level 32: Zapp -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(33), Mantic-Acc/ActRdx/Rng(33), Mantic-Dmg/ActRdx/Rchg(46), Mantic-Dmg/EndRdx/Rchg(46)
Level 35: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(36)
Level 38: Shocking Grasp -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(39), BasGaze-Acc/Rchg(39), BasGaze-EndRdx/Rchg/Hold(39)
Level 41: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-EndRdx(45)
Level 47: Shocking Bolt -- Lock-%Hold(A), Lock-Acc/Hold(48), Lock-Acc/Rchg(48), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(50), Lock-Acc/EndRdx/Rchg/Hold(50)
Level 49: Surge of Power -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3), RgnTis-Regen+(3)
Level 2: Stamina -- EndMod-I(A), EndMod-I(5), P'Shift-End%(5)
------------
Set Bonus Totals:

  • 9% DamageBuff(Smashing)
  • 9% DamageBuff(Lethal)
  • 9% DamageBuff(Fire)
  • 9% DamageBuff(Cold)
  • 9% DamageBuff(Energy)
  • 9% DamageBuff(Negative)
  • 9% DamageBuff(Toxic)
  • 9% DamageBuff(Psionic)
  • 5.5% Defense(Smashing)
  • 5.5% Defense(Lethal)
  • 9.25% Defense(Fire)
  • 9.25% Defense(Cold)
  • 23.31% Defense(Energy)
  • 23.31% Defense(Negative)
  • 3% Defense(Psionic)
  • 4.25% Defense(Melee)
  • 28.63% Defense(Ranged)
  • 12.69% Defense(AoE)
  • 5% Enhancement(Held)
  • 42.5% Enhancement(RechargeTime)
  • 50% Enhancement(Accuracy)
  • 8% FlySpeed
  • 40.66 HP (3.374%) HitPoints
  • 8% JumpHeight
  • 8% JumpSpeed
  • MezResist(Held) 4.4%
  • MezResist(Immobilize) 2.2%
  • MezResist(Stun) 1.65%
  • 12.5% (0.209 End/sec) Recovery
  • 32% (1.61 HP/sec) Regeneration
  • 3.15% Resistance(Fire)
  • 3.15% Resistance(Cold)
  • 8% RunSpeed


@Deadboy

 

Posted

Nice feedback on building to boost the ranged defense - I always like that approach with blasters, and some nice thoughts in those.

If damage feels subpar, then get to 50 (if not already) and grab musculature with incarnate to give it some juice, and you should be in good shape.


City of Heroes was my first MMO, & my favorite computer game.

R.I.P.
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Horryd - Myriam - Dysquiet - Ghyr
Vanysh - Eldrytch
Inflyct - Mysron - Orphyn - Dysmay - Reapyr - - Wyldeman - Hydeous

 

Posted

Just a quick note on deadboy's build, looks good and i see what your going for.

The build needs some KB protection, which is easy to put in by changing up one of the BOTZ in fly and i would also prefer to slot shocking grasp for damage as it is a high damage hold, this will be needed as elec is one of the least damaging sets.

Also i feel tht short circuit is one of the key powers within the set in terms of solo'ing and survivability as SC + PS means an entire mob has no end left, but everyone has a different playstyle.


 

Posted

Thanks for the further feedback and builds guys.

I'll be checking them out in mids tonight

One thing I should have mentioned but forgot is that I like to PVP occasionally - I'm a casual PVPer not hard core so that may affect things, I dunno. It used to be that the Elec blaster got high praise but that I believe was pre-ED and before my time but for sure Sapping and holds are weak in PVP these days - but it may inform decisions.



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

Thanks to your feedback I've been playing in Mids and it occurred to me that I've maybe approached this from the wrong angle. One of the standout things from all those builds was that her damage is generally comparably with underwear: Pants.

So I've fiddled around and tried for a high damage build instead - the logic being that the quicker I help the team take down the object of our angst the better. The up side of this is the quicker they mobs are dealt with the less chance they get to hurt me. The downside is they still can

Take a mooch and feel free to comment.

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Scarlet Damage build: Level 50 Natural Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Flight
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Charged Bolts

  • (A) Devastation - Accuracy/Damage: Level 35
  • (3) Devastation - Damage/Endurance: Level 35
  • (3) Devastation - Damage/Recharge: Level 35
  • (5) Devastation - Accuracy/Damage/Recharge: Level 35
Level 1: Electric Fence
  • (A) Devastation - Accuracy/Damage: Level 40
  • (5) Devastation - Damage/Endurance: Level 40
  • (23) Devastation - Damage/Recharge: Level 40
  • (25) Devastation - Chance of Hold: Level 40
Level 2: Lightning Bolt
  • (A) Thunderstrike - Accuracy/Damage: Level 40
  • (9) Thunderstrike - Damage/Endurance: Level 40
  • (9) Thunderstrike - Damage/Recharge: Level 40
  • (11) Thunderstrike - Accuracy/Damage/Recharge: Level 40
  • (11) Thunderstrike - Accuracy/Damage/Endurance: Level 40
  • (13) Thunderstrike - Damage/Endurance/Recharge: Level 40
Level 4: Ball Lightning
  • (A) Performance Shifter - EndMod: Level 40
  • (7) Performance Shifter - EndMod/Recharge: Level 40
  • (13) Performance Shifter - EndMod/Accuracy/Recharge: Level 40
  • (15) Performance Shifter - EndMod/Accuracy: Level 40
  • (25) Performance Shifter - Chance for +End: Level 40
Level 6: Hover
  • (A) Red Fortune - Defense/Endurance: Level 40
  • (7) Red Fortune - Defense: Level 40
  • (27) Red Fortune - Defense/Recharge: Level 40
  • (27) Red Fortune - Endurance/Recharge: Level 40
  • (46) Red Fortune - Endurance: Level 40
  • (46) Winter's Gift - Slow Resistance (20%): Level 40
Level 8: Assault
  • (A) Endurance Reduction IO: Level 40
  • (15) Endurance Reduction IO: Level 40
Level 10: Stealth
  • (A) Luck of the Gambler - Defense: Level 40
  • (17) Luck of the Gambler - Defense/Endurance: Level 40
  • (45) Luck of the Gambler - Defense/Recharge: Level 40
  • (46) Luck of the Gambler - Recharge Speed: Level 40
Level 12: Hasten
  • (A) Recharge Reduction IO: Level 40
  • (19) Recharge Reduction IO: Level 40
  • (21) Recharge Reduction IO: Level 40
Level 14: Aim
  • (A) Adjusted Targeting - To Hit Buff: Level 40
  • (21) Adjusted Targeting - Recharge: Level 40
Level 16: Build Up
  • (A) Adjusted Targeting - To Hit Buff/Recharge: Level 40
  • (17) Adjusted Targeting - Recharge: Level 40
Level 18: Fly
  • (A) Flight Speed IO: Level 40
Level 20: Tactics
  • (A) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 40
  • (23) Adjusted Targeting - To Hit Buff/Endurance: Level 40
  • (29) Rectified Reticle - Increased Perception: Level 20
Level 22: Zapp
  • (A) Devastation - Accuracy/Damage: Level 40
  • (29) Devastation - Chance of Hold: Level 40
  • (31) Devastation - Damage/Recharge: Level 40
  • (31) Devastation - Damage/Endurance: Level 40
Level 24: Tesla Cage
  • (A) Lockdown - Chance for +2 Mag Hold: Level 40
  • (31) Lockdown - Accuracy/Hold: Level 40
  • (33) Basilisk's Gaze - Chance for Recharge Slow: Level 30
  • (33) Basilisk's Gaze - Accuracy/Hold: Level 30
  • (33) Basilisk's Gaze - Accuracy/Recharge: Level 30
Level 26: Voltaic Sentinel
  • (A) Soulbound Allegiance - Damage: Level 50
  • (34) Soulbound Allegiance - Damage/Recharge: Level 50
  • (34) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
  • (34) Soulbound Allegiance - Chance for Build Up: Level 50
Level 28: Thunder Strike
  • (A) Obliteration - Damage: Level 40
  • (36) Obliteration - Accuracy/Recharge: Level 40
  • (36) Obliteration - Damage/Recharge: Level 40
  • (36) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 40
  • (37) Stupefy - Chance of Knockback: Level 40
  • (37) Stupefy - Stun/Range: Level 40
Level 30: Havoc Punch
  • (A) Mako's Bite - Accuracy/Damage: Level 40
  • (39) Mako's Bite - Damage/Endurance: Level 40
  • (39) Mako's Bite - Damage/Recharge: Level 40
  • (40) Mako's Bite - Accuracy/Endurance/Recharge: Level 40
Level 32: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed: Level 40
  • (40) Endurance Reduction IO: Level 40
Level 35: Thunderous Blast
  • (A) Positron's Blast - Chance of Damage(Energy): Level 40
  • (40) Positron's Blast - Accuracy/Damage: Level 40
Level 38: Shocking Grasp
  • (A) Mako's Bite - Accuracy/Damage: Level 40
  • (42) Mako's Bite - Damage/Endurance: Level 40
  • (42) Mako's Bite - Damage/Recharge: Level 40
  • (42) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 40
Level 41: Shocking Bolt
  • (A) Devastation - Accuracy/Damage: Level 40
  • (43) Devastation - Damage/Endurance: Level 40
  • (43) Devastation - Damage/Recharge: Level 40
  • (43) Devastation - Accuracy/Damage/Endurance/Recharge: Level 40
Level 44: Charged Armor
  • (A) Aegis - Psionic/Status Resistance: Level 40
  • (45) Impervium Armor - Psionic Resistance: Level 40
  • (45) Impervium Armor - Resistance: Level 40
Level 47: EM Pulse
  • (A) Absolute Amazement - Stun: Level 50
  • (48) Absolute Amazement - Stun/Recharge: Level 50
  • (48) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
  • (48) Absolute Amazement - Chance for ToHit Debuff: Level 50
  • (50) Absolute Amazement - Endurance/Stun: Level 50
Level 49: Surge of Power
  • (A) Steadfast Protection - Knockback Protection: Level 30
  • (50) Steadfast Protection - Resistance/Endurance: Level 30
  • (50) Steadfast Protection - Resistance/+Def 3%: Level 30
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO: Level 40
Level 2: Hurdle
  • (A) Jumping IO: Level 40
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 40
  • (19) Miracle - +Recovery: Level 40
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End: Level 40
  • (37) Performance Shifter - EndMod: Level 40
  • (39) Efficacy Adaptor - EndMod: Level 40
------------
Set Bonus Totals:
  • 29.5% DamageBuff(Smashing)
  • 29.5% DamageBuff(Lethal)
  • 29.5% DamageBuff(Fire)
  • 29.5% DamageBuff(Cold)
  • 29.5% DamageBuff(Energy)
  • 29.5% DamageBuff(Negative)
  • 29.5% DamageBuff(Toxic)
  • 29.5% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 9.25% Defense(Energy)
  • 9.25% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 8% Defense(Ranged)
  • 3% Defense(AoE)
  • 30% Enhancement(RechargeTime)
  • 40% Enhancement(Accuracy)
  • 14% FlySpeed
  • 234.93 HP (19.5%) HitPoints
  • 14% JumpHeight
  • 14% JumpSpeed
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Immobilize) 8.8%
  • MezResist(Stun) 2.2%
  • 20% Perception
  • 19.5% (0.326 End/sec) Recovery
  • 74% (3.723 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 3.78% Resistance(Fire)
  • 3.78% Resistance(Cold)
  • 6% Resistance(Psionic)
  • 14% RunSpeed

------------
Set Bonuses:
Devastation
(Charged Bolts)
  • 12% (0.604 HP/sec) Regeneration
  • 27.11 HP (2.25%) HitPoints
  • 3% DamageBuff(All)
Devastation
(Electric Fence)
  • 12% (0.604 HP/sec) Regeneration
  • 27.11 HP (2.25%) HitPoints
  • 3% DamageBuff(All)
Thunderstrike
(Lightning Bolt)
  • 2% (0.033 End/sec) Recovery
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 7% Enhancement(Accuracy)
  • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
  • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
Performance Shifter
(Ball Lightning)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 22.59 HP (1.875%) HitPoints
  • 2.5% (0.042 End/sec) Recovery
  • 2.5% DamageBuff(All)
Red Fortune
(Hover)
  • MezResist(Immobilize) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 2% DamageBuff(All)
  • 5% Enhancement(RechargeTime)
Winter's Gift
(Hover)
  • 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
Luck of the Gambler
(Stealth)
  • 10% (0.503 HP/sec) Regeneration
  • 13.55 HP (1.125%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Adjusted Targeting
(Aim)
  • 2% DamageBuff(All)
Adjusted Targeting
(Build Up)
  • 2% DamageBuff(All)
Adjusted Targeting
(Tactics)
  • 2% DamageBuff(All)
Rectified Reticle
(Tactics)
  • 20% Perception
Devastation
(Zapp)
  • 12% (0.604 HP/sec) Regeneration
  • 27.11 HP (2.25%) HitPoints
  • 3% DamageBuff(All)
Lockdown
(Tesla Cage)
  • 3% DamageBuff(All)
Basilisk's Gaze
(Tesla Cage)
  • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
  • 2% (0.033 End/sec) Recovery
Soulbound Allegiance
(Voltaic Sentinel)
  • 16% (0.805 HP/sec) Regeneration
  • 36.14 HP (2.999%) HitPoints
  • 4% DamageBuff(All)
Obliteration
(Thunder Strike)
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
  • 9% Enhancement(Accuracy)
Stupefy
(Thunder Strike)
  • 2.5% (0.042 End/sec) Recovery
Mako's Bite
(Havoc Punch)
  • MezResist(Immobilize) 3.3%
  • 18.07 HP (1.5%) HitPoints
  • 3% DamageBuff(All) (Exceeded 5 Bonus Cap)
Luck of the Gambler
(Maneuvers)
  • 7.5% Enhancement(RechargeTime)
Positron's Blast
(Thunderous Blast)
  • 2.5% (0.042 End/sec) Recovery
Mako's Bite
(Shocking Grasp)
  • MezResist(Immobilize) 3.3%
  • 18.07 HP (1.5%) HitPoints
  • 3% DamageBuff(All) (Exceeded 5 Bonus Cap)
Devastation
(Shocking Bolt)
  • 12% (0.604 HP/sec) Regeneration
  • 27.11 HP (2.25%) HitPoints
  • 3% DamageBuff(All) (Exceeded 5 Bonus Cap)
Aegis
(Charged Armor)
  • 3% Resistance(Psionic)
Impervium Armor
(Charged Armor)
  • 2.5% (0.042 End/sec) Recovery
  • 3% Resistance(Psionic)
Absolute Amazement
(EM Pulse)
  • 4% (0.067 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Steadfast Protection
(Surge of Power)
  • 1.5% (0.025 End/sec) Recovery
  • 18.07 HP (1.5%) HitPoints
  • Knockback Protection (Mag -4)
  • 3% Defense(All)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed




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"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

Where is the damage?

You write "the logic being that the quicker I help the team take down the object of our angst the better"

then you do this:

Level 4: Ball Lightning

* (A) Performance Shifter - EndMod: Level 40
* (7) Performance Shifter - EndMod/Recharge: Level 40
* (13) Performance Shifter - EndMod/Accuracy/Recharge: Level 40
* (15) Performance Shifter - EndMod/Accuracy: Level 40
* (25) Performance Shifter - Chance for +End: Level 40

Chaining those 3 ST ranged attacks, two of which aren't even ED capped for damage and the lack of AoE defies the traditional meaning of "high damage," despite that 29% damage bonus.

Here, use this build. It has capped HP with accolades, 17% damage bonus on top of ED capped attacks, melee attacks that you can actually use, softcaped ranged defense so you can hover blast, decent s/l resists in case of defense failure and a panic button in surge, and most importantly, enough damage to do justice to your AT.

Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Natural Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Flight
Power Pool: Concealment
Power Pool: Fighting
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Charged Bolts -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/EndRdx/Rchg(11)
Level 1: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Dmg/EndRdx/Rchg(15)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21)
Level 4: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(25)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(50)
Level 10: Hover -- LkGmblr-Rchg+(A)
Level 12: Stealth -- LkGmblr-Rchg+(A)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(50)
Level 18: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-EndRdx/Rchg/Hold(34), BasGaze-Acc/EndRdx/Rchg/Hold(34)
Level 20: Havoc Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(27), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(29)
Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(37), Stpfy-KB%(40)
Level 24: Tough -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(34), TtmC'tng-ResDam(36)
Level 26: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def/EndRdx/Rchg(43)
Level 28: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(31), Mako-Dmg/Rchg(31), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(33)
Level 30: Voltaic Sentinel -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(43), ExRmnt-Dmg/EndRdx(46), ExRmnt-Acc/Dmg/Rchg(46), ExRmnt-EndRdx/Dmg/Rchg(46), ExRmnt-+Res(Pets)(50)
Level 32: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 35: Power Sink -- Efficacy-EndMod/EndRdx(A), Efficacy-EndMod/Rchg(45)
Level 38: Shocking Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 41: Static Discharge -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43)
Level 44: Charged Armor -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/EndRdx/Rchg(45), TtmC'tng-ResDam(45)
Level 47: Shocking Bolt -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(48), BasGaze-EndRdx/Rchg/Hold(48), BasGaze-Acc/EndRdx/Rchg/Hold(48)
Level 49: Surge of Power -- S'fstPrt-ResDam/Def+(A)
------------
Level 1: Sprint -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(5)
Level 2: Stamina -- EndMod-I(A), P'Shift-EndMod(3), P'Shift-EndMod/Acc(3), P'Shift-End%(5)


 

Posted

Don't let Mids do the thinking for you.

Electric/Electric/Electric lends itself to builds that Mids won't imagine for you (and neither will the anti-Electric sentiment on these boards).

Solo, you want Sapping. Period. That's what allows you to strip a boss or "true" Elite Boss (not a busted-down Archvillain) to 0 and eat him or her for lunch.

Personally, I wouldn't use the "blaps", but whatever. On a team, they're not terribly useful. Sure, they've got great single-target damage, but if I'm inviting a Blaster onto a team, I don't want single-target damage. I want big-time AOE damage--and Electric Blast can deliver that, if you choose powers and slot them well (Ball Lightning, Static Discharge, and Short Circuit). If you've slotted them right, you'll just be cycling them on a team, and your single-target attacks--melee or ranged--should be shelved, for the most part. A Blaster's job is to provide damage--lots of damage. You can choose to do 325 to one target... or 2000+ spread out over 16 targets. But if it were me? I'd want to be the guy slinging 2k damage.

[Aside: An E^3 AOEr who chains Ball Lightning -> Short Circuit -> Static Discharge, all slotted for damage, and hits the maximum number of targets (16 -> 16 -> 10) is going to do 4894.93 total damage over 6.24 seconds, while an E^3 "blapper" who chains Thunder Strike -> Havoc Punch -> Charged Brawl, and hits the maximum number of targets (16 -> 1 -> 1) is going to do 1512.48 damage over 4.883 seconds. The AOEr will be doing 784.44 damage per second vs. the Blapper's 309.74 damage per second. Just for perspective.]

As for +Defense... sure, go for it, but if you're robbing yourself of something critical somewhere else (and you probably are), it's not worth it. A lot of people twist and contort builds to chase 3% ranged +Defense here, or 1.88% AOE +Defense there.

A word about Shocking Bolt and Shocking Grasp: Peroxisome Exposures (Damage/Mezz) are your friends.
2 Acc / 3 Peroxisome Exposures (Damage/Mezz) / 1 Recharge maximizes things you really want those powers to do. Suddenly, they become high-damage, long-duration Holds.

Another word about Short Circuit:
1 Nucleolus Exposure (Acc/Damage) / 1 Efficacy Adapter (EndMod/Recharge) / 1 Performance Shifter (EndMod/Recharge) / 1 Scirocco's Dervish (Damage/Recharge) / 1 Multi-Strike (Damage/Recharge) / 1 Recharge.
Maximum Endurance Drain, Maximum Recharge, near-maximum Damage.
It's near-criminal for an Electric Blaster not to have this power. It's a 16-target AOE with an enormous area of effect (20' radius sphere--compare that to Ball Lilghtning's or Fire Ball's 15' radius sphere). Slotted as I suggested above, it does 1600+ Damage (provided you're on a full team) over 16 targets, and it recharges every 10 seconds. In addition, it drains those foes, too. Solo, it's one of the two tools (the other being Power Sink) that will bring a Boss or Elite Boss to her or his knees in 5 seconds.

Electric/Electric/Electric--and, really, most other sets--requires some creative thinking that Mids seems to mitigate against.

This is my current build. I'm working on a few sets (Sting of the Manticore & Positron's Blast, in particular). It's I18 and earlier:

Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/

Click this DataLink to open the build!

Circuit Boy: Level 50 Mutation Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Charged Bolts

  • (A) HamiO:Nucleolus Exposure
  • (3) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Recharge
  • (13) Thunderstrike - Accuracy/Damage/Endurance
  • (15) Thunderstrike - Damage/Endurance/Recharge
  • (37) Decimation - Chance of Build Up
Level 1: Electric Fence
  • (A) Accuracy IO
Level 2: Ball Lightning
  • (A) HamiO:Nucleolus Exposure
  • (3) HamiO:Nucleolus Exposure
  • (7) Damage Increase IO
  • (13) Recharge Reduction IO
  • (27) Recharge Reduction IO
  • (37) Positron's Blast - Chance of Damage(Energy)
Level 4: Lightning Bolt
  • (A) HamiO:Nucleolus Exposure
  • (5) Thunderstrike - Damage/Recharge
  • (7) Thunderstrike - Accuracy/Damage/Recharge
  • (15) Thunderstrike - Accuracy/Damage/Endurance
  • (27) Thunderstrike - Damage/Endurance/Recharge
  • (40) Recharge Reduction IO
Level 6: Fly
  • (A) HamiO:Microfilament Exposure
Level 8: Aim
  • (A) HamiO:Membrane Exposure
  • (9) HamiO:Membrane Exposure
  • (9) HamiO:Membrane Exposure
Level 10: Hasten
  • (A) Recharge Reduction IO
  • (11) Recharge Reduction IO
  • (11) Recharge Reduction IO
Level 12: Swift
  • (A) Flight Speed IO
Level 14: Health
  • (A) Healing IO
  • (50) Empty
  • (50) Empty
Level 16: Build Up
  • (A) Recharge Reduction IO
  • (17) Recharge Reduction IO
  • (17) Recharge Reduction IO
Level 18: Tesla Cage
  • (A) HamiO:Endoplasm Exposure
  • (19) HamiO:Endoplasm Exposure
  • (19) HamiO:Peroxisome Exposure
  • (25) Recharge Reduction IO
  • (29) Recharge Reduction IO
  • (43) Recharge Reduction IO
Level 20: Stamina
  • (A) Endurance Modification IO
  • (21) Endurance Modification IO
  • (21) Endurance Modification IO
  • (50) Performance Shifter - Chance for +End
Level 22: Short Circuit
  • (A) HamiO:Nucleolus Exposure
  • (23) Efficacy Adaptor - EndMod/Recharge
  • (23) Performance Shifter - EndMod/Recharge
  • (25) Scirocco's Dervish - Damage/Recharge
  • (29) Multi Strike - Damage/Recharge
  • (37) Endurance Modification IO
Level 24: Super Speed
  • (A) Run Speed IO
Level 26: Voltaic Sentinel
  • (A) HamiO:Nucleolus Exposure
  • (46) Damage Increase IO
  • (48) Damage Increase IO
  • (48) Soulbound Allegiance - Chance for Build Up
Level 28: Assault
  • (A) Endurance Reduction IO
Level 30: Zapp
  • (A) HamiO:Nucleolus Exposure
  • (31) Damage Increase IO
  • (31) Damage Increase IO
  • (31) Recharge Reduction IO
  • (34) Recharge Reduction IO
  • (48) Recharge Reduction IO
Level 32: Thunderous Blast
  • (A) HamiO:Nucleolus Exposure
  • (33) Damage Increase IO
  • (33) Damage Increase IO
  • (33) Efficacy Adaptor - EndMod/Recharge
  • (34) Performance Shifter - EndMod/Recharge
  • (34) Recharge Reduction IO
Level 35: Power Sink
  • (A) Efficacy Adaptor - EndMod/Recharge
  • (36) Performance Shifter - EndMod/Recharge
  • (36) Endurance Modification IO
  • (36) Recharge Reduction IO
Level 38: Shocking Grasp
  • (A) Accuracy IO
  • (39) Accuracy IO
  • (39) HamiO:Peroxisome Exposure
  • (39) HamiO:Peroxisome Exposure
  • (40) HamiO:Peroxisome Exposure
  • (40) Recharge Reduction IO
Level 41: Static Discharge
  • (A) Accuracy IO
  • (42) Accuracy IO
  • (42) HamiO:Centriole Exposure
  • (42) HamiO:Centriole Exposure
  • (43) HamiO:Centriole Exposure
  • (43) Positron's Blast - Chance of Damage(Energy)
Level 44: Shocking Bolt
  • (A) Accuracy IO
  • (45) Accuracy IO
  • (45) HamiO:Peroxisome Exposure
  • (45) HamiO:Peroxisome Exposure
  • (46) HamiO:Peroxisome Exposure
  • (46) Recharge Reduction IO
Level 47: Charged Armor
  • (A) Resist Damage IO
Level 49: Hover
  • (A) Defense Buff IO
------------
Level 1: Brawl
  • (A) Accuracy IO
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Defiance
Level 6: Ninja Run



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40062: The World's Worst PUG
84008: Jenkins's Guide to Super-Villainy
230187: The Hero of Kings Row
No H8 - 08.04.10
@Circuit Boy - Moderator - Pride global chat channel

 

Posted

Quote:
Originally Posted by Circuit_Boy View Post
Solo, you want Sapping. Period. That's what allows you to strip a boss or "true" Elite Boss (not a busted-down Archvillain) to 0 and eat him or her for lunch.

...

I want big-time AOE damage--and Electric Blast can deliver that, if you choose powers and slot them well (Ball Lightning, Static Discharge, and Short Circuit).

...

A Blaster's job is to provide damage--lots of damage.

Is it possible to do both well? Both be a good Sapper (able to solo EB's), and be "big-time AOE damage"?

Like Scarlet Shocker, I have an E^3 that I need to respec, both to take advantage of the i19 changes, and to make him less "squishy". I've only recently started learning about IO Sets, and haven't gotten any Hammi-O's, Hydra-O'a, or Titan-O's yet. Or any 'Purples'.

Aside: I really wish that CoX had an "export" feature that would create a file you could then import directly into Mids.

I tend to play solo much more than I team, mainly due to my work schedule. Thus, when I face a mob, there are invariably less than 16, or even 10, of them -- limiting the usefulness of my AoEs.

I discussed my toon's lack of longevity ("squishiness") in fights with a fellow player I met at DragonCon. He suggested I try increasing Defense instead of Resistance (what I had been doing). Toward that end, I'm leaning toward replacing his 3 Legacy Fitness powers with Boxing/Tough/Weave, and replacing his Static Discharge (which has underwhelmed me so far) with Combat Jumping, and replacing Air Superiority with Hover.

A test build I did in Mids managed to get all of his defenses up to at least 18+ percent, with more than half being higher. I don't have a 'feel' for the numbers yet -- is that a decent/good/great amount of defense? But at the same time, I felt that I had 'Robbed Peter to pay Paul'. I felt that the build would be sub-par on damage, having using much of his slots on the defense powers.

Another question about the Electrical Mastery Epic Pool. It is not possible to take all 5 powers, so what criteria do others use to determine what one (or more) powers from that pool they do not take?


NCSoft, Please reconsider your decision to close down CoH. It has an extremely loyal following and enjoys a great amount of free support from the larger community.

I invite everybody to add the above image to your signature as a petition to reverse NCSoft's decision.

 

Posted

Quote:
Originally Posted by Fortress_NA View Post
Aside: I really wish that CoX had an "export" feature that would create a file you could then import directly into Mids.
You can do exactly that with Titan Network's new Titan Sentinel tool.


Arc#314490: Zombie Ninja Pirates!
Defiant @Grouchybeast
Death is part of my attack chain.

 

Posted

Well, if you want to go for +Defense... whatever. I don't think what you're going to give up is worth it. I don't have any +Defense aside from that given by Stealth (when I turn that on) and that from the Thunderstrike IOs (which isn't much). Solo, I've never had a problem, but I also don't set myself on +2/x8. +18% Defense is fairly insignificant. If you're not at +45% or very, very close, you're probably going to get hit more than you want. You could pick up either Frozen Shield or Scorpion Shield to give you +10.5% Defense (slottable to about +16.38% Defense) vs. Smashing/Lethal Damage. Even if you took that, and took Weave (+3.5%), Combat Jumping (+1.75%), Hover (+1.75%), and Maneuvers (+2.275%) for +Defense, you'd have +19.775% Defense to Smashing/Lethal, slottable to +30.849% Defense to Smashing/Lethal (and +9.275% Defense to non-Smashing/Lethal Damage, slottable to +14.509% Defense). Respectable, yes, but you're not going to feel like a Super Reflexes Scrapper or Shield Defense Tanker with that level of +Defense.

Dechs_Kaison has an excellent guide about how to hit the +Defense "Cap": http://boards.cityofheroes.com/showthread.php?t=185167

Personally, solo, I use my array of Hold powers (Tesla Cage, Shocking Bolt, and Shocking Grasp) as well as my Endurance Drain/-Recovery Debuff powers (Short Circuit, Power Sink, and Tesla Cage) as a form of "active defense".

It's too bad you gave up Static Discharge. It's the power I use the most on teams.

Yes, one can do both AOE and draining well, even without purple Set IOs or HOs. In fact, it's my contention that, with just regular ol' IOs (common and a few set ones), you can build a better Blaster over all. If I had to replace the HOs, I'd put regular Set IO Acc/Damage in the place of each Nucleolus Exposure, I'd consider Shocking Grasp and Shocking Bolt to be primarily damage powers (though if I could come up with a "Frankenslotting" scheme to get damage & hold on each of them with Set IOs, I would), and I'd consider Tesla Cage as primarily a hold power (maximizing Hold Duration & Recharge Rate).


40062: The World's Worst PUG
84008: Jenkins's Guide to Super-Villainy
230187: The Hero of Kings Row
No H8 - 08.04.10
@Circuit Boy - Moderator - Pride global chat channel

 

Posted

Fortress_NA

Look at my build a little further up to see an example of a build that has both non-gimped offense and defense. I'm not a fan of hoverblasting but I tailored that build to Scarlett's preferences. If you learn to joust melee/pbaoes you can drop hover and tweek that build to make up for the lost 2.5% defense from hover and still retain ranged softcap, at the expense of capped HP and some recharge.


 

Posted

You'll have to pry Short Circuit out of my cold, dead hands.

With all due respect, Nemu, you didn't actually answer Fortress_NA's question. He wasn't asking if an Electric Blaster could have "both non-gimped offense and defense". He asked can an Electric Blaster be "both be a good Sapper (able to solo EB's), and be 'big-time AOE damage'?"

Your build fails the first question completely. It doesn't have Short Circuit, which you absolutely must have for a sapper build to begin with, and the slotting on Power Sink is... abominable. It manages an awful +53% Endurance Drain and a miserable +26.5% Recharge Rate. You're not going to be sapping anything with that build, I'm sorry to say.

Second, that build is a lot more "gimped" than you think, particularly offensively. The Recharge Rates (+22%) on the AOES are ridiculously low, even with the +77.5% global recharge. The lack of Hasten makes it doubly so. The lack of Short Circuit robs the build of its third AOE power.

All of this to chase a soft-capped +Defense vs. Ranged Damage, which is all well and good on an outdoor map where one can Hover, but not so hot in an office map, a cave map, a sewer map, a laboratory map, or approximately 98% of the mission maps in the game. That's not even considering that some of the most annoying NPC powers are typed AOE, not Ranged: Malta Sappers' Endurance Drain, Longbow's Flamethrowers, and Carnie Illusionists' Flash all spring to mind. Furthermore, that doesn't consider the plethora of foes who either have -Fly powers (Malta, Knives of Artemis, and Banished Pantheon all do) or who Fly themselves and therefore negate the Ranged +Defense (Tsoo Ancestral Spirits being a particularly irritating example).

Six-slotting Boxing--with a non-Damage Stun Set, no less--just to get 3.13% Ranged Defense and 6.25% global recharge strikes me as especially dubious, particularly when fully slotting Weave, Combat Jumping, Hover, and Stealth yields a similar result (+2.92% Defense), freeing up five Enhancement slots you could put elsewhere--like Power Sink.

In fact, it's this very kind of build I'm talking about. Mids has misled you into thinking it's "not gimp", but it's got a lot of problems.


40062: The World's Worst PUG
84008: Jenkins's Guide to Super-Villainy
230187: The Hero of Kings Row
No H8 - 08.04.10
@Circuit Boy - Moderator - Pride global chat channel

 

Posted

It was late and I didn't follow up my last post with a build that included SC. I had thought about the topic of sapping and more AoE damage. By the way my last build was tailored to Scarlet's prerequisites. I hate fly on blasters simply because I prefer more mobility and it is one of the keys to how I like to play my blasters.

My mids is borked and I can't export the build itself successfully for some reason so I'll just export the data chunk. This one includes SC but loses out on some recharge and puts you short of the HP cap, but it is still softcapped to ranged defense.

One might think it's counter-intuitive to build for ranged defense when so many powers require you to be in melee range and that would be correct if one expects the build to stay in melee. But jousting melee and pbaoes, you actually spend very little contact time in melee, and I prefer ranged defense because it puts the control of the fight on your terms since you can move and dictate how a mob is to hit you. Not to mention building for ranged defense is much much cheaper than building for S/L.

I'm sure you have more things to pick at regarding my build but I assure you I can make tweeks and include hasten and up the recharge rate of powersink and still keep the soft cap for defense and all the attacks capably slotted. With holds and sapping at my disposal, in addition to softcapped ranged def and decent s/l resists I'm pretty sure the build will be more survivable than a build on mostly generic IOs.

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Posted

Quote:
Originally Posted by Circuit_Boy View Post
Well, if you want to go for +Defense... whatever. I don't think what you're going to give up is worth it. I don't have any +Defense aside from that given by Stealth (when I turn that on) and that from the Thunderstrike IOs (which isn't much). Solo, I've never had a problem, but I also don't set myself on +2/x8.
I'm set at baseline, and I have trouble with EBs, even with munching a lot of candy. They're doable, but it's a tought fight for my E^3. Forget AVs.

Quote:
Originally Posted by Circuit_Boy View Post
+18% Defense is fairly insignificant. If you're not at +45% or very, very close, you're probably going to get hit more than you want. You could pick up either Frozen Shield or Scorpion Shield to give you +10.5% Defense (slottable to about +16.38% Defense) vs. Smashing/Lethal Damage.
Well, considering he currently has close to +0% Defense, wouldn't that be an improvement? Both Frozen Shield [Frozen Armor (Cold Mastery powerset) ?] and Scorpion Shield ( Mace Mastery powerset) are outside of what is possible for my E^3.

Quote:
Originally Posted by Circuit_Boy View Post
Even if you took that, and took Weave (+3.5%), Combat Jumping (+1.75%), Hover (+1.75%), and Maneuvers (+2.275%) for +Defense, you'd have +19.775% Defense to Smashing/Lethal, slottable to +30.849% Defense to Smashing/Lethal (and +9.275% Defense to non-Smashing/Lethal Damage, slottable to +14.509% Defense). Respectable, yes, but you're not going to feel like a Super Reflexes Scrapper or Shield Defense Tanker with that level of +Defense.
I don't intend to feel like a SR Scrapper or SD Tanker -- i'd be happy with being able to reliably take down Elite Bosses in 1:1 fights.

Quote:
Originally Posted by Circuit_Boy View Post
Dechs_Kaison has an excellent guide about how to hit the +Defense "Cap": http://boards.cityofheroes.com/showthread.php?t=185167
Bookmarked. Great article! Thanks for the link.

Quote:
Originally Posted by Circuit_Boy View Post
Personally, solo, I use my array of Hold powers (Tesla Cage, Shocking Bolt, and Shocking Grasp) as well as my Endurance Drain/-Recovery Debuff powers (Short Circuit, Power Sink, and Tesla Cage) as a form of "active defense".
I've never been able to get a Hold to 'stick' on an EB for more than about 1 second, and never on an AV. So when fighting them, I rarely try Holds any more. Same goes for Giant Monsters.

Quote:
Originally Posted by Circuit_Boy View Post
It's too bad you gave up Static Discharge. It's the power I use the most on teams.
I haven't given up on it yet.


NCSoft, Please reconsider your decision to close down CoH. It has an extremely loyal following and enjoys a great amount of free support from the larger community.

I invite everybody to add the above image to your signature as a petition to reverse NCSoft's decision.

 

Posted

Quote:
Originally Posted by Fortress_NA View Post
Is it possible to do both well? Both be a good Sapper (able to solo EB's), and be "big-time AOE damage"?

Like Scarlet Shocker, I have an E^3 that I need to respec, both to take advantage of the i19 changes, and to make him less "squishy". I've only recently started learning about IO Sets, and haven't gotten any Hammi-O's, Hydra-O'a, or Titan-O's yet. Or any 'Purples'.

Aside: I really wish that CoX had an "export" feature that would create a file you could then import directly into Mids.

I tend to play solo much more than I team, mainly due to my work schedule. Thus, when I face a mob, there are invariably less than 16, or even 10, of them -- limiting the usefulness of my AoEs.

I discussed my toon's lack of longevity ("squishiness") in fights with a fellow player I met at DragonCon. He suggested I try increasing Defense instead of Resistance (what I had been doing). Toward that end, I'm leaning toward replacing his 3 Legacy Fitness powers with Boxing/Tough/Weave, and replacing his Static Discharge (which has underwhelmed me so far) with Combat Jumping, and replacing Air Superiority with Hover.

A test build I did in Mids managed to get all of his defenses up to at least 18+ percent, with more than half being higher. I don't have a 'feel' for the numbers yet -- is that a decent/good/great amount of defense? But at the same time, I felt that I had 'Robbed Peter to pay Paul'. I felt that the build would be sub-par on damage, having using much of his slots on the defense powers.

Another question about the Electrical Mastery Epic Pool. It is not possible to take all 5 powers, so what criteria do others use to determine what one (or more) powers from that pool they do not take?

Sapping seems to be a futile ambition - mobs recover End so fast it is almost impossible to prevent them attacking and in PVP it's a complete waste of time. End mod is pointless as a form of attack but it can be used to recover endurance after using Thunderous blast for example, but that's as far as it goes.

PS love the Avatar... Fuddy Duddy if not mistaken?



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

Actually Sapping in pvp is pretty much the only way you will win a pvp fight with an elec blaster.

Many people have made Elec/mental as an alternative for an elec/therm ruppy as they are able to sapp effectively.

SC still works great in pvp and your other attacks + the pet keep the opponents recovery much lower and you can effectively drain someones end and then you are free to kill thm.


 

Posted

Quote:
Originally Posted by Scarlet Shocker View Post
Sapping seems to be a futile ambition - mobs recover End so fast it is almost impossible to prevent them attacking and in PVP it's a complete waste of time. End mod is pointless as a form of attack but it can be used to recover endurance after using Thunderous blast for example, but that's as far as it goes.
I can handle mobs with just damage -- my trouble starts with EBs and kills me vs AVs. I'm willing to rebuild to increase my sapping/holds if they will work against EBs/AVs -- can *they* recover END fast even after hitting them with Short Circuit and/or EM Pulse?

Quote:
Originally Posted by Scarlet Shocker View Post
PS love the Avatar... Fuddy Duddy if not mistaken?
Thanks! I wasn't aware of the B-17's name when I chose the picture, but a quick Google search would seem to confirm that. Good eye!


NCSoft, Please reconsider your decision to close down CoH. It has an extremely loyal following and enjoys a great amount of free support from the larger community.

I invite everybody to add the above image to your signature as a petition to reverse NCSoft's decision.