Blapper-Tastisc Nrg/Nrg


Adeon Hawkwood

 

Posted

O.k. so I finally moved from all ranged to more of a blapper. This is my build, and so far, I am in love with it. Start with a ranged attack to get aggro, aviod, and then blapp away. Please, any feedback would be great. Thanks!

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FREEDOM
- Chemofrost lvl 50 Rad/Ice Defender
- Pushrod lvl 28 Nrg/Nrg Blaster

 

Posted

Nice build, I would just add a few comments:

1. You are quite a bit over the softcap for Ranged defense, this can be useful (for cushioning against defense debuffs) but you could also trade some of it for more HP. Also, you've got 6 2.5% ranged defense bonuses (3 Thunderstrikes, 2 Red Fortunes and Gaussians) so you might want to replace one with something else (or shave a few slots somewhere.

2. For a blapper your defenses are VERY focused. You've got good protection against ranged attacks but lack significant protection against melee or AoE attacks and, as a blapper, you'll encounter those more often than a ranged hover-blaster. This is then compounded by the fact that you haven't slotted your resistance shields. Once possible option is to switch from Leviathan Mastery to Mace or Cold Mastery and take a S/L shield with the goal of softcapping S/L defense either instead of or as well as ranged defense. This will provide strong defense against a large portion of melee range attacks.


 

Posted

Adeon,
Thanks, I will review my build. The reason I took Leviathan Mastery was because of Knockout Blow. I want that to follow total focus in my melee attack chain. I will review my build and again, thanks for the feedback!

I just redid my build, and I soft capped S/L/E, but no where near anything on ranged, melee, or aoe def. Is that better then just capping the ranged?


FREEDOM
- Chemofrost lvl 50 Rad/Ice Defender
- Pushrod lvl 28 Nrg/Nrg Blaster

 

Posted

Quote:
Originally Posted by h00chi3 View Post
I just redid my build, and I soft capped S/L/E, but no where near anything on ranged, melee, or aoe def. Is that better then just capping the ranged?
As with everything it's a trade-off. Ranged defense provides coverage against almost all single target ranged attacks but does nothing for melee attacks, aoe attacks or certain psionic attacks. S/L/E defense on the other hand will provide defense against any attack which deals partly S/L/E damage (and a few that don't) regardless of whether it's ranged, aoe or melee but you lose protection against single target ranged attacks that deal exclusively fire, cold or negative energy.

Now in terms of NPCs S/L/E does cover a large portion of the most common attack types used by NPCs. Council and Freakshow attacks will be almost all covered by these three defenses. Malta are a bit nastier, you'll still avoid a large portion of their damage attacks but you'll be vulnerable to several of their mezzes (although in the case of stun grenades ranged defense doesn't help either) defenses. Carnival you'll generally be tougher since while it provides nothing against their psionic attacks neither does ranged defense and it will cover the melee attacks from the lower rank troupe members. CoT you'll be a bit weaker, you get coverage against thier melee attacks but lose coverage to those ranged fire and negative blasts.


 

Posted

If you know how to joust melee/pbaoe attacks then s/l def is not as advantageous for blappers as conventional wisdom dictates.

I prefer ranged defense because that gives you the option to dictate the fight on your terms. regardless of damage types you can always force an enemy to use ranged attacks on you, even some ranged aoes are flagged as ranged attacks so you are a lot less susceptible to AoEs than you might think. The biggest showstoppers for a blaster are mezzes - how many times have you popped off bu and aim and approached a mob for an alpha stike, only to be stopped cold by a ranged mez?

This is not foolproof, of course, but I find it to be a whole lot more reliable than s/l in most cases. But it does require a pretty active playstyle to keep moving rather than banking on your s/l def and staying in melee.

In building blasters I try to softcap ranged def which inevitably leads to me taking and slotting melee attacks with Makos, which suits me just fine because I never get tired of one shotting stuff with bonesmasher. Then I add layered mitigation by taking tough and the epic resist shield. On top of that I try to shoot for at least 50% recharge bonus and HP cap with accolades, if possible.

here is a build I slapped together with my typical build schema.

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