Help Scarlet Be a Better Blaster
Okay, I've been poking at this problem in my head (and on Mids') for a while. I've also been away from the game for the past month, so I apologize for the thread necromancy.
Anyway, here is what I have worked up. It's an E^3 "Blaptroller", light on the "ap" (and possibly a little light on the "bl").
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Petavolt final: Level 50 Mutation Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Electrical Mastery
Hero Profile:
Level 1: Charged Bolts -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(34), Thundr-Acc/Dmg/Rchg(34), Thundr-Dmg/Rchg(34), Thundr-Dmg/EndRdx(37), Thundr-Acc/Dmg(40)
Level 1: Electric Fence -- DblAc-Stun%(A)
Level 2: Lightning Bolt -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg/Rchg(3), Thundr-Dmg/Rchg(33), Thundr-Dmg/EndRdx(33), Thundr-Acc/Dmg(33)
Level 4: Ball Lightning -- Det'tn-Acc/Dmg(A), Det'tn-Dmg/Rchg(5), Det'tn-Acc/Dmg/EndRdx(5), Det'tn-Dmg/EndRdx(13), Det'tn-Dmg/Rng(13)
Level 6: Short Circuit -- P'Shift-End%(A), P'Shift-EndMod/Acc(7), P'Shift-Acc/Rchg(7), P'Shift-EndMod/Acc/Rchg(9), P'Shift-EndMod/Rchg(9), P'Shift-EndMod(11)
Level 8: Hover -- Zephyr-ResKB(A)
Level 10: Maneuvers -- RedFtn-EndRdx(A), RedFtn-Def(11), RedFtn-Def/EndRdx/Rchg(15), RedFtn-EndRdx/Rchg(21), RedFtn-Def/Rchg(21), RedFtn-Def/EndRdx(31)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Tactics -- GSFC-Build%(A), GSFC-ToHit/EndRdx(17), GSFC-Rchg/EndRdx(17), GSFC-ToHit/Rchg/EndRdx(19), GSFC-ToHit/Rchg(19), GSFC-ToHit(43)
Level 18: Boxing -- Amaze-Stun(A)
Level 20: Tough -- S'fstPrt-ResDam/Def+(A)
Level 22: Weave -- RedFtn-EndRdx(A), RedFtn-Def(23), RedFtn-Def/EndRdx/Rchg(23), RedFtn-EndRdx/Rchg(29), RedFtn-Def/Rchg(31), RedFtn-Def/EndRdx(31)
Level 24: Tesla Cage -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(25), Lock-EndRdx/Rchg/Hold(25), Lock-Rchg/Hold(27), Lock-Acc/Rchg(27), Lock-Acc/Hold(29)
Level 26: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(46)
Level 28: Zapp -- ExtrmM-Acc/Rng/Rchg(A), ExtrmM-Dmg/EndRdx/Rchg(45), ExtrmM-Dmg/ActRdx/Rchg(45), ExtrmM-Acc/ActRdx/Rng(45), ExtrmM-Dmg/EndRdx(46), ExtrmM-Acc/Dmg(46)
Level 30: Thunder Strike -- FotG-ResDeb%(A)
Level 32: Thunderous Blast -- Posi-Dam%(A)
Level 35: Power Sink -- P'Shift-End%(A), P'Shift-EndMod/Acc(36), P'Shift-Acc/Rchg(36), P'Shift-EndMod/Acc/Rchg(36), P'Shift-EndMod/Rchg(37), P'Shift-EndMod(37)
Level 38: Shocking Grasp -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(39), Lock-EndRdx/Rchg/Hold(39), Lock-Rchg/Hold(39), Lock-Acc/Rchg(40), Lock-Acc/Hold(40)
Level 41: Shocking Bolt -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(42), Lock-EndRdx/Rchg/Hold(42), Lock-Rchg/Hold(42), Lock-Acc/Rchg(43), Lock-Acc/Hold(43)
Level 44: Surge of Power -- ResDam-I(A), ResDam-I(50)
Level 47: EM Pulse -- Stpfy-KB%(A), Stpfy-Acc/Stun/Rchg(48), Stpfy-Stun/Rng(48), Stpfy-Acc/EndRdx(48), Stpfy-EndRdx/Stun(50), Stpfy-Acc/Rchg(50)
Level 49: Static Discharge -- Posi-Dam%(A)
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Level 1: Brawl -- P'ngS'Fest-Stun%(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Heal-I(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Heal-I(A)
Level 2: Stamina -- P'Shift-End%(A)
------------
Set Bonus Totals:
- 22.5% DamageBuff(Smashing)
- 22.5% DamageBuff(Lethal)
- 22.5% DamageBuff(Fire)
- 22.5% DamageBuff(Cold)
- 22.5% DamageBuff(Energy)
- 22.5% DamageBuff(Negative)
- 22.5% DamageBuff(Toxic)
- 22.5% DamageBuff(Psionic)
- 7.375% Defense(Smashing)
- 7.375% Defense(Lethal)
- 13.31% Defense(Fire)
- 13.31% Defense(Cold)
- 21.44% Defense(Energy)
- 21.44% Defense(Negative)
- 3% Defense(Psionic)
- 8.938% Defense(Melee)
- 32.38% Defense(Ranged)
- 23.63% Defense(AoE)
- 3% Enhancement(Stun)
- 16.25% Enhancement(RechargeTime)
- 7.5% Enhancement(Held)
- 14% Enhancement(Accuracy)
- 23% FlySpeed
- 108.43 HP (8.998%) HitPoints
- 23% JumpHeight
- 23% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 6.6%
- MezResist(Immobilize) 4.4%
- MezResist(Sleep) 1.65%
- 20% Perception
- 15.5% (0.259 End/sec) Recovery
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 2.52% Resistance(Fire)
- 2.52% Resistance(Cold)
- 1.875% Resistance(Energy)
- 23% RunSpeed
- 1% XPDebtProtection
Set Bonuses:
Thunderstrike
(Charged Bolts)
- 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)
(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)
- MezResist(Sleep) 1.65%
- 1.875% Resistance(Energy)
- 1% XPDebtProtection
- 1.875% Defense(AoE), 0.938% Defense(Fire), 0.938% Defense(Cold)
(Short Circuit)
- 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)
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
(Hover)
- Knockback Protection (Mag -4)
(Maneuvers)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Fly)
- 20% ResEffect(RunSpeed), 20% ResEffect(RechargeTime), 20% ResEffect(FlySpeed)
(Tactics)
- 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)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Tough)
- 3% Defense(All)
(Weave)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Tesla Cage)
- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
(Build Up)
- 1.875% Defense(Smashing,Lethal), 0.938% Defense(Melee)
- 20% Perception
(Zapp)
- 1.5% (0.025 End/sec) Recovery
- 18.07 HP (1.5%) HitPoints
- 2% DamageBuff(All)
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing)
(Power Sink)
- 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)
- 3.125% Defense(AoE), 1.563% Defense(Fire), 1.563% Defense(Cold)
(Shocking Grasp)
- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
(Shocking Bolt)
- 3% DamageBuff(All)
- 2.5% Enhancement(Held)
- MezResist(Held) 2.2%
- 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
- 3.75% Defense(Ranged), 1.875% Defense(Energy), 1.875% Defense(Negative)
(EM Pulse)
- 2.5% (0.042 End/sec) Recovery
- 22.59 HP (1.875%) HitPoints
- 3% Enhancement(Stun)
- 6.25% Enhancement(RechargeTime)
- 3.125% Defense(Ranged), 1.563% Defense(Energy), 1.563% Defense(Negative)
Strange. Mids shows his Defense totals as being higher:
S: 18.2%
L: 18.2%
F: 24.2%
C: 24.2%
E: 32.3%
N: 32.3%
P: 13.8%
M: 19.8%
R: 43.2%
A: 34.5%
I invite everybody to add the above image to your signature as a petition to reverse NCSoft's decision.
Fortress:
You don't lose slots when you exemp. The enhancement values of each individual IO does drop a bit when you exemp but you will keep the cumulative enhancement values from all slots in a given power. You would lose IO set bonuses based on the level of the IOs you slotted in your powers, however.
I find that IOs below level 30 offer too low an enhancement value for a character that's going to eventually go to 50. Some people actually lock their toons at specific levels to do TFs and such for reward drops, and they'll need to plan their build and IO set bonuses accordingly.
Onto my power picks:
I don't like zapp or any other snipes, personal thing. I had it when I was a newbie to CoH when the pure ranger was THE build option for every single blaster combo. Times have changed and now I think it's a waste of time. Others will argue to the death about it and I'm not going to spend time defending my position. It won't cripple your build if you take it, no one will laugh at you, but it goes the same the other way around.
Some would argue that TS takes too long to animate and that drops your DPS, or that you could get killed during the animation. I think it's a fine power and I took total focus on my elec/energy/elec which takes just as long to animate. Still, in order to accomplish what i wanted to do with the build I ended up dropping it.
Same rationale went behind the nuke. The masses on the forums have been slowly moving toward the notion that it is now ok to skip the end crashing nukes on a blaster, which is something that would have been absolutely frowned upon just 2 years ago. I wouldn't mind if these nukes got a look over but that's not a topic for this thread. In any case, the build can still pump out consistent AoE damage.
Now, the build is one thing but it is also complimented by playstyle. I recently respecced my elec/eng/elec blaster and it's pretty much the same as one of the E3 builds I posted here. If you are interested in how I play the toon, roll a newbie on liberty and shoot me a tell @Nemu and we'll run some missions together.