Help Scarlet Be a Better Blaster
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.
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!
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.
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.
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
Thelonious Monk
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
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
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.
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.
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.
Thelonious Monk
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
- (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
- (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
- (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
- (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
- (A) Endurance Reduction IO: Level 40
- (15) Endurance Reduction IO: Level 40
- (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
- (A) Recharge Reduction IO: Level 40
- (19) Recharge Reduction IO: Level 40
- (21) Recharge Reduction IO: Level 40
- (A) Adjusted Targeting - To Hit Buff: Level 40
- (21) Adjusted Targeting - Recharge: Level 40
- (A) Adjusted Targeting - To Hit Buff/Recharge: Level 40
- (17) Adjusted Targeting - Recharge: Level 40
- (A) Flight Speed IO: Level 40
- (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
- (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
- (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
- (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
- (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
- (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
- (A) Luck of the Gambler - Recharge Speed: Level 40
- (40) Endurance Reduction IO: Level 40
- (A) Positron's Blast - Chance of Damage(Energy): Level 40
- (40) Positron's Blast - Accuracy/Damage: Level 40
- (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
- (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
- (A) Aegis - Psionic/Status Resistance: Level 40
- (45) Impervium Armor - Psionic Resistance: Level 40
- (45) Impervium Armor - Resistance: Level 40
- (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
- (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
- (A) Empty
- (A) Empty
Level 4: Ninja Run
Level 2: Swift
- (A) Run Speed IO: Level 40
- (A) Jumping IO: Level 40
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 40
- (19) Miracle - +Recovery: Level 40
- (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)
(Electric Fence)
- 12% (0.604 HP/sec) Regeneration
- 27.11 HP (2.25%) HitPoints
- 3% DamageBuff(All)
(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)
(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)
(Hover)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
(Hover)
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Stealth)
- 10% (0.503 HP/sec) Regeneration
- 13.55 HP (1.125%) HitPoints
- 9% Enhancement(Accuracy)
- 7.5% Enhancement(RechargeTime)
(Aim)
- 2% DamageBuff(All)
(Build Up)
- 2% DamageBuff(All)
(Tactics)
- 2% DamageBuff(All)
(Tactics)
- 20% Perception
(Zapp)
- 12% (0.604 HP/sec) Regeneration
- 27.11 HP (2.25%) HitPoints
- 3% DamageBuff(All)
(Tesla Cage)
- 3% DamageBuff(All)
(Tesla Cage)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.033 End/sec) Recovery
(Voltaic Sentinel)
- 16% (0.805 HP/sec) Regeneration
- 36.14 HP (2.999%) HitPoints
- 4% DamageBuff(All)
(Thunder Strike)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
(Thunder Strike)
- 2.5% (0.042 End/sec) Recovery
(Havoc Punch)
- MezResist(Immobilize) 3.3%
- 18.07 HP (1.5%) HitPoints
- 3% DamageBuff(All) (Exceeded 5 Bonus Cap)
(Maneuvers)
- 7.5% Enhancement(RechargeTime)
(Thunderous Blast)
- 2.5% (0.042 End/sec) Recovery
(Shocking Grasp)
- MezResist(Immobilize) 3.3%
- 18.07 HP (1.5%) HitPoints
- 3% DamageBuff(All) (Exceeded 5 Bonus Cap)
(Shocking Bolt)
- 12% (0.604 HP/sec) Regeneration
- 27.11 HP (2.25%) HitPoints
- 3% DamageBuff(All) (Exceeded 5 Bonus Cap)
(Charged Armor)
- 3% Resistance(Psionic)
(Charged Armor)
- 2.5% (0.042 End/sec) Recovery
- 3% Resistance(Psionic)
(EM Pulse)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Surge of Power)
- 1.5% (0.025 End/sec) Recovery
- 18.07 HP (1.5%) HitPoints
- Knockback Protection (Mag -4)
- 3% Defense(All)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1631;786;1572;HEX;| |78DAA5944B6F125114C7EFC05484E159A0D0377D03B5146C6B7C24D6D8D6A4B5AD4| |D6BBA529B298C30CD0804066377C6B8EC4A8DAF84B6F6A1EEDD68FC1ABAF02B98F8| |D8B8F1113CF79C011A593A81FF0FCE39F7DC3BE7DC7B17EE4CDB19BB3BC904C7942| |6178B6B174175A5605994F55241D67C2B49B9A0297A685ABE25A795D07A49D55216| |C658B711B8B62C67D34A2A36A32949BDA026658D5284ABFE95523E9F2BE8B50055D| |F5C5B90B36ABEA4C9BA9ACB7A66B319A5A064F558F587B494CB69B14B9A9ACEE82E| |FC3DAFC829A550CCA8790FFE9FCDDE568BEABAAA41321B5A56F28A920ACCE4D5E4D| |1952CE0123683B0DE09F8C658F5A998D93EA097990E088708F12522F56FDC10130F| |102D8788E06BC428A840714D42194DC7B7093B08DB2EE105C2BE8788839A6994687| |E60E2A6630F11F64708E76344F009C20AD56E126892269B80E14E449B44B023465C| |84763347338CB2D028C1D283F33A090EF058C963B6FA708CDB8D38E1A10C7E442FC| |44914679286716833C1473809EA30A6706CE35A7DFB880CD85C86C7B58326377924| |48EAA177679E3E4CE30593974C26EF2E46B5EC213ACA26EE1A0397DFE8869FBAD14| |1F5EFA26E74516FC64103465D033F3143D70F44E813A093853E103E22F8866835EA| |D07A1E4C09D63349B84098426C4044BBD1E4F65F98AFEF37E10FA182E8BF8F65EBB| |F8748333E0765EFBC89EB1B4C1332882115E181B7EF364AD54D851FA23E9DC2AD48| |9EDEB734E60D42031D30720F50EE08E58E50EEC806E229EC84B01117A6C245A9545| |12A5CF415E219C40D1B9D1E9EA0AD10218411CFCDD5B3531163735895D1CB8479C2| |15446211F1196E94B8D1D17850E08548B41002880EB176BEE0030F9B6FB02C89B5B| |3C504B4F488D5E356F9AFE79DBD3A9775D9067A95CB1297552ED7B85CE772838BCC| |659D4B924BE57D6DB4EB345FD0192E67B99CE3E277836CF1488B042271B17371707| |17271717173F17269E352E652B1BA6B3743E50BE41004E3FD47B04F5F8F9AC268FA| |563709C22A36AB790EF1BDEE31097493F4D36533B8858837943C5A2F30D40683120| |D41E30D96B1064BBDD67F01A22139BB| |-------------------------------------------------------------------|
Thelonious Monk
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)
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
- (A) Accuracy IO
- (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)
- (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
- (A) HamiO:Microfilament Exposure
- (A) HamiO:Membrane Exposure
- (9) HamiO:Membrane Exposure
- (9) HamiO:Membrane Exposure
- (A) Recharge Reduction IO
- (11) Recharge Reduction IO
- (11) Recharge Reduction IO
- (A) Flight Speed IO
- (A) Healing IO
- (50) Empty
- (50) Empty
- (A) Recharge Reduction IO
- (17) Recharge Reduction IO
- (17) Recharge Reduction IO
- (A) HamiO:Endoplasm Exposure
- (19) HamiO:Endoplasm Exposure
- (19) HamiO:Peroxisome Exposure
- (25) Recharge Reduction IO
- (29) Recharge Reduction IO
- (43) Recharge Reduction IO
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (21) Endurance Modification IO
- (50) Performance Shifter - Chance for +End
- (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
- (A) Run Speed IO
- (A) HamiO:Nucleolus Exposure
- (46) Damage Increase IO
- (48) Damage Increase IO
- (48) Soulbound Allegiance - Chance for Build Up
- (A) Endurance Reduction IO
- (A) HamiO:Nucleolus Exposure
- (31) Damage Increase IO
- (31) Damage Increase IO
- (31) Recharge Reduction IO
- (34) Recharge Reduction IO
- (48) Recharge Reduction IO
- (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
- (A) Efficacy Adaptor - EndMod/Recharge
- (36) Performance Shifter - EndMod/Recharge
- (36) Endurance Modification IO
- (36) Recharge Reduction IO
- (A) Accuracy IO
- (39) Accuracy IO
- (39) HamiO:Peroxisome Exposure
- (39) HamiO:Peroxisome Exposure
- (40) HamiO:Peroxisome Exposure
- (40) Recharge Reduction IO
- (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)
- (A) Accuracy IO
- (45) Accuracy IO
- (45) HamiO:Peroxisome Exposure
- (45) HamiO:Peroxisome Exposure
- (46) HamiO:Peroxisome Exposure
- (46) Recharge Reduction IO
- (A) Resist Damage IO
- (A) Defense Buff IO
Level 1: Brawl
- (A) Accuracy IO
- (A) Celerity - +Stealth
- (A) Recharge Reduction IO
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
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?
I invite everybody to add the above image to your signature as a petition to reverse NCSoft's decision.
Aside: I really wish that CoX had an "export" feature that would create a file you could then import directly into Mids.
|
Arc#314490: Zombie Ninja Pirates!
Defiant @Grouchybeast
Death is part of my attack chain.
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
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.
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.
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No H8 - 08.04.10
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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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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.
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+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.
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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.
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Dechs_Kaison has an excellent guide about how to hit the +Defense "Cap": http://boards.cityofheroes.com/showthread.php?t=185167
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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".
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I haven't given up on it yet.
I invite everybody to add the above image to your signature as a petition to reverse NCSoft's decision.
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?
Thelonious Monk
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.
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.
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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!
I invite everybody to add the above image to your signature as a petition to reverse NCSoft's decision.
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:
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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
Thelonious Monk