Fire/Mental blaster I19 build


Adaptionist

 

Posted

I currently use the following build (has 46.5 ranged defence and 44.3 energy/neg). 150 global recharge (with hasten). Can chain Blaze-Blast-Flares seamlessly. Drain psyche is 4.7 seconds (+cast = 6 secs) from being perma. Enough end to chain attacks non stop. My only AOE is fireball but i kinda dont like placing the circle for ROF, also hard to squeeze it in a build like this keeping both recharge and defence the way i want it to be. Probably lots of improvements that can be made (im pretty new to blaster building). Any advice?



Hero Plan by Mids' Hero Designer 1,90
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: Flares

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Endurance
  • (7) Thunderstrike - Damage/Endurance/Recharge
Level 1: Subdual
  • (A) Thunderstrike - Accuracy/Damage
  • (7) Thunderstrike - Damage/Endurance
  • (9) Thunderstrike - Damage/Recharge
  • (9) Thunderstrike - Accuracy/Damage/Recharge
  • (11) Thunderstrike - Accuracy/Damage/Endurance
  • (11) Thunderstrike - Damage/Endurance/Recharge
Level 2: Fire Blast
  • (A) Thunderstrike - Accuracy/Damage
  • (13) Thunderstrike - Damage/Endurance
  • (13) Thunderstrike - Damage/Recharge
  • (15) Thunderstrike - Accuracy/Damage/Recharge
  • (15) Thunderstrike - Accuracy/Damage/Endurance
  • (17) Thunderstrike - Damage/Endurance/Recharge
Level 4: Fire Ball
  • (A) Ragnarok - Damage
  • (17) Ragnarok - Damage/Recharge
  • (19) Ragnarok - Accuracy/Damage/Recharge
  • (19) Ragnarok - Accuracy/Recharge
  • (21) Ragnarok - Damage/Endurance
Level 6: Hover
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (23) Luck of the Gambler - Recharge Speed
  • (23) Luck of the Gambler - Defense
Level 8: Hasten
  • (A) Recharge Reduction IO
  • (25) Recharge Reduction IO
Level 10: Boxing
  • (A) Empty
Level 12: Telekinetic Thrust
  • (A) Mako's Bite - Accuracy/Damage
  • (27) Mako's Bite - Damage/Endurance
  • (27) Mako's Bite - Damage/Recharge
  • (37) Mako's Bite - Accuracy/Endurance/Recharge
  • (43) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (48) Mako's Bite - Chance of Damage(Lethal)
Level 14: Tough
  • (A) Reactive Armor - Resistance
  • (34) Reactive Armor - Resistance/Endurance
  • (43) Reactive Armor - Resistance/Recharge
  • (46) Gladiator's Armor - TP Protection +3% Def (All)
  • (50) Steadfast Protection - Resistance/+Def 3%
Level 16: Concentration
  • (A) Recharge Reduction IO
  • (29) Recharge Reduction IO
Level 18: Blaze
  • (A) Apocalypse - Chance of Damage(Negative)
  • (29) Apocalypse - Damage/Endurance
  • (31) Apocalypse - Damage/Recharge
  • (31) Apocalypse - Accuracy/Damage/Recharge
  • (31) Apocalypse - Accuracy/Recharge
Level 20: Drain Psyche
  • (A) Miracle - Heal/Recharge
  • (33) Numina's Convalescence - Heal/Recharge
  • (33) Doctored Wounds - Heal/Recharge
  • (34) Harmonized Healing - Heal/Recharge
Level 22: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (36) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 24: Weave
  • (A) Red Fortune - Defense/Endurance
  • (34) Red Fortune - Defense/Recharge
  • (36) Red Fortune - Endurance/Recharge
  • (36) Red Fortune - Defense/Endurance/Recharge
  • (37) Red Fortune - Defense
  • (37) Red Fortune - Endurance
Level 26: Aim
  • (A) Recharge Reduction IO
  • (39) Recharge Reduction IO
Level 28: World of Confusion
  • (A) Coercive Persuasion - Confused
  • (39) Coercive Persuasion - Confused/Recharge
  • (39) Coercive Persuasion - Accuracy/Confused/Recharge
  • (40) Coercive Persuasion - Accuracy/Recharge
  • (40) Coercive Persuasion - Confused/Endurance
  • (40) Coercive Persuasion - Contagious Confusion
Level 30: Stealth
  • (A) Luck of the Gambler - Recharge Speed
Level 32: Blazing Bolt
  • (A) Sting of the Manticore - Accuracy/Damage
  • (42) Sting of the Manticore - Damage/Endurance
  • (42) Sting of the Manticore - Accuracy/Interrupt/Range
  • (43) Sting of the Manticore - Damage/Endurance/Recharge
  • (50) Sting of the Manticore - Damage/Interrupt/Recharge
Level 35: Inferno
  • (A) Eradication - Accuracy/Damage/Endurance/Recharge
  • (42) Eradication - Damage/Recharge
  • (50) Eradication - Accuracy/Damage/Recharge
Level 38: Invisibility
  • (A) Luck of the Gambler - Recharge Speed
Level 41: Char
  • (A) Basilisk's Gaze - Accuracy/Hold
  • (45) Basilisk's Gaze - Accuracy/Recharge
  • (45) Basilisk's Gaze - Recharge/Hold
  • (45) Basilisk's Gaze - Endurance/Recharge/Hold
Level 44: Fire Shield
  • (A) Reactive Armor - Resistance
  • (46) Reactive Armor - Resistance/Endurance
  • (46) Reactive Armor - Resistance/Recharge
Level 47: Rise of the Phoenix
  • (A) Eradication - Accuracy/Damage/Endurance/Recharge
  • (48) Eradication - Damage/Recharge
  • (48) Eradication - Accuracy/Damage/Recharge
Level 49: Grant Invisibility
  • (A) Luck of the Gambler - Recharge Speed
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Celerity - +Stealth
Level 2: Rest
  • (A) Recharge Reduction IO
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift
  • (A) Flight Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Miracle - +Recovery
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (25) Endurance Modification IO
  • (33) Endurance Modification IO


 

Posted

Quote:
Originally Posted by Adaptionist View Post
I currently use the following build (has 46.5 ranged defence and 44.3 energy/neg). 150 global recharge (with hasten). Can chain Blaze-Blast-Flares seamlessly. Drain psyche is 4.7 seconds (+cast = 6 secs) from being perma. Enough end to chain attacks non stop. My only AOE is fireball but i kinda dont like placing the circle for ROF, also hard to squeeze it in a build like this keeping both recharge and defence the way i want it to be. Probably lots of improvements that can be made (im pretty new to blaster building). Any advice?
I can't see your build just this minute because I'm not on a Mids'-equipped computer, but I can say that a Fire/Mental Blaster with one AoE attack seems self-defeating. Fire's schtick is AoE damage, ditto Mental's -- and particularly if you're committing to a ranged playstyle, because that means you're not using (or shouldn't use) Drain Psyche as a matter of course.

If, in other words, all you want is a ranged-DEF build with good single-target DPS, then there are better options. (Fire/Energy or Fire/Fire, to name two examples.)

I have a build on another computer that almost reaches your level of +recharge while also fitting in soft-capped ranged DEF and (IIRC) four AoEs (Fire Breath, Fire Ball, Psychic Scream, Rain of Fire). I'll try to remember to look it up for you when I get to the other computer.

The one other thing I thought was worth noting is that the teleport bind works perfectly for Rain powers. I use that bind (or some slight variation of it) on my Storm characters and on my Ice and Fire Blasters.

The bind is: "/bind LSHIFT+click "powexec_name Rain of Fire"

(Without the quotes, obviously.)

Just hold shift and click on the ground and the power fires off.

Now obviously if you just don't like Rain of Fire, then that's your prerogative. It really needs an AOE immobilize to shine as a damage power. Otherwise it's a highly situational soft control for the solo Blaster.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Well fire is the highest single target and mental has drain psyche meaning I can solo pretty hard stuff AV's/GM's etc. So it's not just about AOE's. Fireball happens to be the best AOE in fire IMO. I am not a fan of cones on my melee characters...not sure why it should be different for my blaster. I do have two AOE's, Inferno and Rise of the phoenix. Inforno is a mule and Rise is useful. I can fit in ROF without loosing recharge (replace telekinetic thrust and will then have to run manouvers to be capped. That will mean more end drainage too but not sure if its relevant. Nice info about ROF bind. Since I do not have AOE immob I don't think i will take ROF. Would be cool to see your build tho.

Since i have fireball up every 5 secs i figure I already have pretty good AOE. Also I can keep spamming attacks while not having to worry about positioning for cones.

Maybe I can make a plain IO team build with all the AOE's where I wont need my defence and recharge and have that as build #2.


 

Posted

Quote:
Originally Posted by Adaptionist View Post
Well fire is the highest single target and mental has drain psyche meaning I can solo pretty hard stuff AV's/GM's etc.
Oh, believe me, I'm familiar with Fire/Mental's attributes. My Fire/Mental Blaster is one of my favorite characters, and I've spent endless time weighing the pros and cons of each different build approach.

The problem with your statement about Drain Psyche is that you need to close to melee range to use the power, which means that you're going to be gulping purple inspirations against an AV anyway -- which means, in turn, that your ranged DEF will be pointless in that situation. Doesn't mean you shouldn't take Drain Psyche; it's a useful tool to have in your back pocket.

All I'm saying is that if you look at Mental's unique strengths -- a supplemental and very wide-area ranged cone attack (Psy Scream), a handy-dandy PBAoE regen/recovery buff/debuff (Drain Psyche), and a powerful PBAoE attack (Psychic Shockwave) -- you're left with only Psychic Scream as a consistently useful advantage on a mostly ranged/hover build.

So if you don't take Psy Scream on such a build, you're probably better off with a secondary that adds substantively to your ranged capabilities. I mentioned /Energy because perma-Boost-Range makes Blaze and Fire Breath into absurdly easy-to-use powers on any map (and if you care to use powers as set mules, all the stuns in Energy are great for the Stupefy set -- one of the few sets that gives both significant ranged DEF and signficant +recharge). I mentioned /Fire because Ring of Fire is one of the better DPA ranged attacks in the entire game -- beating out Fire Blast by a significant margin.

Anyway, that's why I usually recommend S/L DEF on Fire/Mental. S/L DEF certainly has its flaws, but it does allow you to split your time between ranged and melee postures without sacrificing your mitigation to do so. Personally I run two builds on my Blaster to suit my mood. Pseudo Scrapper with Drain Psyche and Shockwave is a lot of fun, but non-S/L enemies tear me a new one.

If you don't like cones, then that's fine, but you are missing out. Psy Scream and range-enhanced Fire Breath (I have 60' on my Blaster's Fire Breath) each have more coverage at max range than Fire Ball does. A melee cone is very different mechanically, because it has a fixed and relatively small area of effect (because you can't enhance its range). I'd urge you at least to try out some of the ranged cones, and particularly Fire Breath with a range enhancement or two, before deciding that they're not for you.

Breath does absolutely massive damage -- roughly 40% more than Ball. Combine them together and you can melt spawns in record time.

Rain is more of a judgment call. Personally I just like the way it looks. There's something about making fire rain from the freaking sky (!) that just screams death and destruction, even if the rain isn't all that in practice. Still, it represents a little more than an extra Breath's worth of AoE damage over 15 seconds if you can get it to stick, and in a 25' radius (Fireball's radius is 15'). It's excellent on the right team, but admittedly it's not a must-have power on a Blaster. On a Corruptor the story changes.

Rise of the Phoenix is likewise a situationally useful power on a brittle build like a Blaster. Inferno is nice to have too, just hard to imagine how it's more useful than a bona-fide, consistently usable ranged AoE power on a ranged-DEF build.

Now that I think about it, the ranged build I mentioned earlier might not even have Drain Psyche. I'll have to look it over later. Sorry for the ramble.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Interesting info about the cones, may have to see if i can squeeze them into my build along with fireball. Will skip inferno and get shockwave. A s/l build is no good for soloing AV, GM's and the like tho is it?


 

Posted

Quote:
Originally Posted by Obitus View Post
The problem with your statement about Drain Psyche is that you need to close to melee range to use the power, which means that you're going to be gulping purple inspirations against an AV anyway -- which means, in turn, that your ranged DEF will be pointless in that situation. Doesn't mean you shouldn't take Drain Psyche; it's a useful tool to have in your back pocket.
It takes practice and timing, but you can "joust" Drain Psyche as the enemy is locked in a ranged attack animation, and be safe out of harm's way by the end of said attack's animation.


 

Posted

I have a question.....

What do you do about the god awful slow animations on the two cones in fire/mental?

I have fireball, cone, cone, blast, rain, and flares. Trying to unload cone, cone, ball on someone is so sloooooooooooooooow.

edit: I have hover and cant figure out how to use it with these attacks. How do you hoverblast people?


-------
Hew in drag baby

 

Posted

I don't have my I-19 build handy, but we had a great thread back in the fall about Fire/Mental

http://boards.cityofheroes.com/showt...ght=fyremental

I ended up with a high-recharge, soft-capped S/L build that is pretty frakking awesome. I think soft-capping S/L has ended up being more useful due to wanting to be in the middle of mobs for Drain Psyche -> Psychic Shockwave -> Fireball or some variation thereof (took Mace AOE root to root for Rain of Fire).

Anyway, very happy with it and he can solo pylons in reasonable time. Maybe I put the build in my pylon thread I will go look. Nope it's not there -- will try to remember to upload when I get home. He did Rikti Pylon in 5min38sec, which is about 241 dps.


 

Posted

Well it turns out I haven't actually respec'd my Fire/MM for I-19 inherent fitness. Been running him just as he was.

I'll prob slot contagious confusion into WOC. Not sure what to do with the other powerpicks that will free up. Maybe go Leadership for some places to slot LOTGs, not sure.

In any case here he is. I love the BOOM of Inferno so much it nearly makes up for all the toggles I have to turn back on afterwards

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Fyremental: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(5), Decim-Acc/Dmg/Rchg(5)
Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(7), Enf'dOp-Acc/EndRdx(7), Enf'dOp-Acc/Immob(9), Enf'dOp-EndRdx/Immob(9), Enf'dOp-Immob/Rng(11)
Level 2: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(11), Ragnrk-Acc/Rchg(13), Ragnrk-Dmg/EndRdx(13), Ragnrk-Knock%(15)
Level 4: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(15), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(19)
Level 6: Swift -- Empty(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(19)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(21), RechRdx-I(21)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(23)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Concentration -- RechRdx-I(A), RechRdx-I(23)
Level 18: Blaze -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(25), Apoc-Acc/Rchg(25), Apoc-Dmg/EndRdx(27), Apoc-Dam%(27), Thundr-Dmg/EndRdx/Rchg(29)
Level 20: Drain Psyche -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/Heal(29), Numna-EndRdx/Rchg(31), Numna-Heal/Rchg(31), Numna-Heal/EndRdx/Rchg(31), Efficacy-EndMod/Acc(33)
Level 22: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(33), Numna-Heal(33), Numna-Regen/Rcvry+(34), RgnTis-Regen+(34)
Level 24: Stamina -- P'Shift-End%(A), P'Shift-EndMod(34), P'Shift-EndMod/Acc(36)
Level 26: Acrobatics -- EndRdx-I(A)
Level 28: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(37)
Level 30: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(37), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A)
Level 38: Psychic Shockwave -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Rchg(43), Oblit-Dmg(43), Oblit-Dmg/Rchg(43)
Level 41: Web Envelope -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Acc/Immob(45), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-EndRdx/Immob(46), Enf'dOp-Immob/Rng(46)
Level 44: Scorpion Shield -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(46), LkGmblr-Rchg+(48)
Level 47: Weave -- LkGmblr-Def(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(48)
Level 49: World of Confusion -- Empty(A)
------------
Level 1: Brawl -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Acc/Dmg(50), KntkC'bat-Knock%(50)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 6: LEGACY BUILD
Level 1: Defiance
Level 4: Ninja Run



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Posted

On my Fire/Mental, I decided to focus on softcapping S/L defense rather than ranged defense precisely because I play him both up close and at range. I also picket up Spiderlings and Mace Mastery's AoE Immob, and the tactical use of those powers has improved my Blaster's survival every bit as much as swapping to defense has. When you come close to a large mob, drop the Spiderlings before the enemies see you (not hard if you do what I did and snagged Stealth for the def boost and as a place to throw in a LotG: Global Recharge) and they'll draw all the aggro while you use Concentration and blow them out of the water. The AoE Immob (the name escapes me) is great for throwing at a packed mob right after, and you can follow up with Rain of Fire and other AoEs.


Too many alts to list.