Fire/Energy
I built my Fire/Elec for recharge, and I blap. At this point tips are the only time I solo him, so survivability was not a concern.
I've been leaning towards ranged defense on mine. Before I19 was at around 31% but I did a quick respec just to get rid of the first one and lost a set of Mako's. Still haven't really gotten a new build together yet.
You don't need that much recharge for fire and if you aren't interested in exemping the spiritual alpha will fill the shortfall in your sets and boost energy's stuns
I'm kind of getting more bummed on S/L for Blasters, actually. It's harder to get and more expensive, and can be more affected by mez (depending on how you build). It might just be my own experience, but it also seemed like my E^3 build gets hit by more mez than my builds with Ranged defense (the E^3 has S/L in the mid-30s).
I'm not entirely sure Fire/EM needs it, either. You can send things running or get close to death from ranged, and then either drop things quickly that get close with your melee attacks, or pick apart people that are running from Rain of Fire.
Another Fan's point about the Spiritual Boost helps as well if you do want to go for S/L (or even Ranged if you want more recharge).
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
I'd say capped S/L on a Fire/Nrg is probably the best "all around" way to go with this set up. Fire Blast is high ranged damage, Energy Manipulation is high Close Combat damage. And if you avoid using one or the other you're pretty much gimping the build. S/L is the best to go with in this case even though it doesn't help much with mez...but that's what Break Frees are for. Here's the build I have for it if you want to take a look for ideas. And As Another_Fan noted, the Spiritual Boost will give you the extra recharge you might want if you're not satisfied with the flow of your ranged and/or melee attack chains. Although personally I say Musculature is the best for this one, I'm quite happy with the recharge on the builds.
Plus, there is room to cram in some purple sets in this build or change some slotting on powers as well, especially the epic. But I felt the Self Heal and the "Oh ****!" button are better than the AoE Immob and/or Long-*** recharge hold from Mace Mastery for a blaster that's as active as a Fire/Nrg.
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Flares
- (A) Decimation - Accuracy/Damage
- (23) Decimation - Damage/Endurance
- (23) Decimation - Damage/Recharge
- (25) Decimation - Chance of Build Up
- (27) Decimation - Accuracy/Damage/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (19) Kinetic Combat - Damage/Endurance
- (19) Kinetic Combat - Damage/Recharge
- (21) Kinetic Combat - Damage/Endurance/Recharge
- (A) Decimation - Accuracy/Damage
- (21) Decimation - Damage/Endurance
- (27) Decimation - Damage/Recharge
- (36) Decimation - Accuracy/Endurance/Recharge
- (36) Decimation - Accuracy/Damage/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (37) Positron's Blast - Damage/Endurance
- (37) Positron's Blast - Damage/Recharge
- (37) Positron's Blast - Accuracy/Damage/Endurance
- (39) Positron's Blast - Chance of Damage(Energy)
- (50) Recharge Reduction IO
- (A) Kinetic Combat - Accuracy/Damage
- (7) Kinetic Combat - Damage/Endurance
- (7) Kinetic Combat - Damage/Recharge
- (9) Kinetic Combat - Damage/Endurance/Recharge
- (9) Crushing Impact - Accuracy/Damage/Recharge
- (A) Rectified Reticle - To Hit Buff/Recharge
- (17) Rectified Reticle - Increased Perception
- (17) Recharge Reduction IO
- (A) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance
- (11) Kinetic Combat - Damage/Recharge
- (13) Kinetic Combat - Damage/Endurance/Recharge
- (13) Crushing Impact - Accuracy/Damage/Recharge
- (46) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Rectified Reticle - To Hit Buff/Recharge
- (15) Rectified Reticle - To Hit Buff
- (15) Recharge Reduction IO
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Decimation - Accuracy/Damage
- (40) Decimation - Damage/Endurance
- (40) Decimation - Damage/Recharge
- (40) Decimation - Accuracy/Endurance/Recharge
- (42) Decimation - Accuracy/Damage/Recharge
- (46) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Interrupt Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (42) Positron's Blast - Damage/Endurance
- (42) Positron's Blast - Damage/Recharge
- (43) Positron's Blast - Accuracy/Damage/Endurance
- (43) Positron's Blast - Chance of Damage(Energy)
- (A) Luck of the Gambler - Recharge Speed
- (25) Kismet - Accuracy +6%
- (43) Karma - Knockback Protection
- (A) Empty
- (A) Steadfast Protection - Resistance/+Def 3%
- (29) Reactive Armor - Endurance
- (29) Reactive Armor - Resistance
- (31) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance/Endurance/Recharge
- (46) Steadfast Protection - Knockback Protection
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense
- (33) Luck of the Gambler - Defense/Endurance
- (33) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (34) Obliteration - Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (36) Obliteration - Chance for Smashing Damage
- (A) Recharge Reduction IO
- (A) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense
- (45) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Numina's Convalescence - Heal/Recharge
- (48) Numina's Convalescence - Endurance/Recharge
- (48) Numina's Convalescence - Heal/Endurance/Recharge
- (48) Doctored Wounds - Heal/Recharge
- (A) Recharge Reduction IO
Level 1: Brawl
- (A) Empty
- (A) Unbounded Leap - +Stealth
- (A) Recharge Reduction IO
Level 4: Ninja Run
Level 2: Swift
- (A) Run Speed IO
- (A) Jumping IO
- (A) Miracle - +Recovery
- (3) Numina's Convalescence - +Regeneration/+Recovery
- (50) Miracle - Heal
- (A) Performance Shifter - Chance for +End
- (3) Performance Shifter - EndMod/Accuracy
- (5) Performance Shifter - EndMod
- (5) Performance Shifter - EndMod/Recharge
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@Sparky Jenkins || Freedom Server | Union Server
Main Hero: Inferno Sparky - Fire/Fire Blaster
Main Villain: Kerry Astrid - Fire/Cold Corruptor
Sant,
I went in a very similar path to Wanted and worked toward S/L defense and am nearly capped with it (I think it's 44.4% or so). I have Spiritual and Cardiac and lean more towards the Spiritual for most gameplay. The attack sequences seem to work well and you are really a damage beast at range and up close. I feel like I get hit way too much for being nearly capped to S/L and mez still happens frequently too - I guess that's what rapid fire Flares is for.
I am trying to do some analysis to determine the benefits/drawbacks of Cardiac given what the toon is likely to be doing in future issues. I don't have enough data yet, but my back of the napkin math makes me want to keep pursuing Cardiac as an option for these drawn out mega-AV fights. I'm playing with builds that push recharge and then put Cardiac with it while maintaining (very nearly) softcapped S/L def.
Cheers
[B] GUARDIAN 50s:[/B] [B]Tank[/B]: Ice/Fire, Fire/Fire, DA/SS, Inv/WM, SD/Elec...[B]Scrap[/B]: BS/Reg, Spin/DA, DM/SD, Fire/WP, Claws/SR....[B]Troller[/B]: Ill/Rad, Fire/Kin...[B]Blaster[/B]: Fire/EM....[B]Defender[/B]: D3...[B]Brute[/B]: Elm/ElA...[B]EPIC[/B]: Widow, PB, Crab...CURRENTLY: 45 Stone/Stone Tank...38 AR/Rad Corr...21 Ice^3 Dom
No point building for melee defense if you can joust with any measure of competency. Go for ranged defense and get within a purple of the soft-cap. Cardiac for the Alpha unless you run with a crew that can cover for your inevitable endurance issues.
PenanceжTriage
I'm kind of getting more bummed on S/L for Blasters, actually. It's harder to get and more expensive, and can be more affected by mez (depending on how you build). It might just be my own experience, but it also seemed like my E^3 build gets hit by more mez than my builds with Ranged defense (the E^3 has S/L in the mid-30s).
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If it were me, I'd go for ranged DEF and perma-Boost Range, with a RES shield from an APP. It's just too delicious to pass up so much coverage on a high-damage power like Fire Breath. Not to mention the enhanced range on Blaze.
The melee attacks in Energy are nice, but single-target damage isn't really a concern of mine on a Blaster. With enough recharge bonuses, you can get Blaze up every ~2.5 seconds or so, which makes for plenty of single-target DPS -- enough that, to me, it's scarcely worth the extra walk to leverage melee attacks.
YMMV.
I'm kind of getting more bummed on S/L for Blasters, actually. It's harder to get and more expensive, and can be more affected by mez (depending on how you build). It might just be my own experience, but it also seemed like my E^3 build gets hit by more mez than my builds with Ranged defense (the E^3 has S/L in the mid-30s).
I'm not entirely sure Fire/EM needs it, either. You can send things running or get close to death from ranged, and then either drop things quickly that get close with your melee attacks, or pick apart people that are running from Rain of Fire. Another Fan's point about the Spiritual Boost helps as well if you do want to go for S/L (or even Ranged if you want more recharge). |
Still, both have their flaws. S/L DEF will cover you against a lot of AoEs. Ranged DEF won't. S/L DEF generally gives you a little more room for +recharge bonuses too, given that you get so much DEF from one power. S/L DEF allow you to blap (and in some cases actually encourages you to blap because some mobs only use S/L attacks in melee).
It's ultimately a matter of preference. I ended up using the dual-build option for the first time on my Blaster (Fire/Mental) because I couldn't make up my mind. In most situations, the ranged-DEF variant is more sturdy. In teams, that build is almost always better. But it's also fun to play quasi-Scrapper on occasion.
No point building for melee defense if you can joust with any measure of competency. Go for ranged defense and get within a purple of the soft-cap. Cardiac for the Alpha unless you run with a crew that can cover for your inevitable endurance issues.
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I've preferred my blasters with Ranged defense as you describe, but I think some of that is a personal preference thing. S/L gets the job done pretty well.
The new TFs are quite the rude shock. They are fun in their own right but they seem designed to poke a finger in the eye of everyone that built for S/L defense, or defense without debuff resistance.
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Ranged DEF + Hover + RES shield is definitely safer in the general case than S/L DEF + DEF shield, not least because you're exposed to fewer high-damage attacks.
Still, both have their flaws. S/L DEF will cover you against a lot of AoEs. Ranged DEF won't. S/L DEF generally gives you a little more room for +recharge bonuses too, given that you get so much DEF from one power. S/L DEF allow you to blap (and in some cases actually encourages you to blap because some mobs only use S/L attacks in melee). It's ultimately a matter of preference. I ended up using the dual-build option for the first time on my Blaster (Fire/Mental) because I couldn't make up my mind. In most situations, the ranged-DEF variant is more sturdy. In teams, that build is almost always better. But it's also fun to play quasi-Scrapper on occasion. |
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
I'm pretty sure that I'm going to go the ranged route with my blaster, I've been considering it for a while. I ran a test between a soft capped ranged and s/l on the test server around the same conditions and the ranged character was miles ahead in terms of survivability.
Virtue: @Santorican
Dark/Shield Build Thread
This is the build I came up with for Booster Blue. His regeneration and end consumption are too low and too high, I'd like to fix that but I can't seem to figure out a way to severely lower my end consumption. This build is supposed to be able to keep its ranged soft cap all the way down to L27.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Booster Blue: Level 50 Natural Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(29), Thundr-Acc/Dmg/EndRdx(29), Thundr-Dmg/EndRdx/Rchg(31)
Level 1: Power Thrust -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(15), ExStrk-Dam%(15)
Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(27)
Level 4: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(7), Ragnrk-Acc/Dmg/Rchg(19), Ragnrk-Acc/Rchg(19), Ragnrk-Dmg/EndRdx(21)
Level 6: Fly -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(9)
Level 8: Hover -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(11), Zephyr-ResKB(11)
Level 10: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(34)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel/EndRdx(13), Zephyr-ResKB(13)
Level 14: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(43), Stpfy-Acc/EndRdx(43), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(45), Stpfy-KB%(45)
Level 16: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(42)
Level 20: Weave -- HO:Enzym(A), LkGmblr-Def/EndRdx(40), LkGmblr-Rchg+(42)
Level 22: Maneuvers -- HO:Enzym(A), LkGmblr-Def/EndRdx(40), LkGmblr-Rchg+(40)
Level 24: Stun -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(46), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(48)
Level 26: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(36), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(37), Mako-Dam%(39)
Level 28: Energy Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(42), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
Level 30: Build Up -- RechRdx-I(A), RechRdx-I(31)
Level 32: Inferno -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(33), Armgdn-Dam%(34)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Aim -- RechRdx-I(A), RechRdx-I(45), RechRdx-I(50)
Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
Level 44: Temp Invulnerability -- EndRdx-I(A)
Level 47: Force of Nature -- RechRdx-I(A)
Level 49: Conserve Power -- RechRdx-I(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Heal(A), Mrcl-Rcvry+(3), Numna-Regen/Rcvry+(5)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(5), P'Shift-EndMod/Acc(7), P'Shift-End%(9)
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Virtue: @Santorican
Dark/Shield Build Thread
If you are willing to spend the time getting villain patrons...
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: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Leviathan Mastery
Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(31), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(33)
Level 1: Power Thrust -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(23), Mako-Dmg/Rchg(27), Mako-Acc/EndRdx/Rchg(29), Mako-Acc/Dmg/EndRdx/Rchg(29), Mako-Dam%(31)
Level 2: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(7), Ragnrk-Acc/Rchg(7), Ragnrk-Dmg/EndRdx(17), Ragnrk-Knock%(19)
Level 4: Build Up -- RechRdx-I(A)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(11)
Level 10: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(13), Mako-Dmg/Rchg(13), Mako-Acc/EndRdx/Rchg(15), Mako-Acc/Dmg/EndRdx/Rchg(15), Mako-Dam%(17)
Level 12: Aim -- RechRdx-I(A)
Level 14: Super Jump -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(48)
Level 16: Stealth -- LkGmblr-Rchg+(A)
Level 18: Blaze -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(21), Apoc-Dmg/EndRdx(21), Apoc-Dam%(23)
Level 20: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(25), Thundr-Acc/Dmg/Rchg(25), Thundr-Dmg/EndRdx(34), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(36)
Level 22: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(36), Stpfy-Acc/EndRdx(42), Stpfy-Stun/Rng(42), Stpfy-Acc/Stun/Rchg(43), Stpfy-KB%(46)
Level 24: Tough -- HO:Ribo(A)
Level 26: Weave -- LkGmblr-Rchg+(A), HO:Enzym(27)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 30: Energy Punch -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(37), Mako-Acc/EndRdx/Rchg(37), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(43)
Level 32: Inferno -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(43)
Level 35: Conserve Power -- RechRdx-I(A)
Level 38: Total Focus -- 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: School of Sharks -- HO:Nucle(A)
Level 44: Knockout Blow -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(45), Mako-Dmg/Rchg(45), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(46), Mako-Dam%(46)
Level 47: Shark Skin -- S'fstPrt-ResDam/Def+(A), HO:Ribo(48), S'fstPrt-ResDam/EndRdx(48)
Level 49: Spirit Shark Jaws -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(50), BasGaze-EndRdx/Rchg/Hold(50), BasGaze-Acc/EndRdx/Rchg/Hold(50)
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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 -- 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)
I really like the ideas behind this build but not sure about some of the slotting I'll post up a version of that build but thank you!
Virtue: @Santorican
Dark/Shield Build Thread
So still haven't gotten around to fixing up my blaster, anyone have any ideas?
Virtue: @Santorican
Dark/Shield Build Thread
Get clarion, diamagnetic, spiritual t4 core, build for s/l defense you should be ok against everything but avs close in. Use rain of fire to apply the interface in 4 ticks everything in a spawn will be at -20 to hit
Or play a scrapper and pump up your damage to the point where it dwarfs a blasters
Unless you'll be the standard /energy blapper, I don't see anything that /energy offers to fire/ besides the Boost Range for Blaze and BoF. And BR and Blaze would rock, really.
The nail that would keep me from making a fire/energy is that Power Boost would be wasted. Fire is not a secondary effect and thus won't get boosted, and all we've got is fire.
I don't build for defense. RotP is up more often than I ever use it, and that's good enough. Not like I have ten toggles or anything, death doesn't matter.
Eh. If you can't decide which defence path to go with. Ignore defence. Screw it. Build for massive reacharge, high accuracy, high recovery, and high damage bonuses. 6 Slot all attacks you're gonna be using to get the maximum effects of them. Eat Lucks when you need to and go to town with your amazing damage. Inspirations exist for that reason.
@Sparky Jenkins || Freedom Server | Union Server
Main Hero: Inferno Sparky - Fire/Fire Blaster
Main Villain: Kerry Astrid - Fire/Cold Corruptor
Get clarion, diamagnetic, spiritual t4 core, build for s/l defense you should be ok against everything but avs close in. Use rain of fire to apply the interface in 4 ticks everything in a spawn will be at -20 to hit
Or play a scrapper and pump up your damage to the point where it dwarfs a blasters |
Eh. If you can't decide which defence path to go with. Ignore defence. Screw it. Build for massive reacharge, high accuracy, high recovery, and high damage bonuses. 6 Slot all attacks you're gonna be using to get the maximum effects of them. Eat Lucks when you need to and go to town with your amazing damage. Inspirations exist for that reason.
|
Virtue: @Santorican
Dark/Shield Build Thread
I built mine as a ranged attacker with 36% ranged def, perma boost range and 33% S/L/E resistance full time (hard capped at 75% with Surge of Power). Blazing Bolt I took as strictly a pulling tool... it has a range slotted in the base slot (with 48% global accuracy it has little trouble hitting) and it has a range of over 300'.
I find it highly durable and very effective... it's pretty easy to take out crates in the Lambda trial unassisted (popping the occasional insp) and it's frankly overkill in things like the ITF... I've survived many team wipes in the first mission on that blaster and prevented not a few by doing a bit of tanking. Yeah, with a blaster. Of course if the RNG decides it doesn't like me things can go pear shaped in a hurry
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Well. My personal vote would be to go for 33% S/L defence, and a resist based epic (best one, game wise, would be either of the Charged Armors for the Energy resist (since the new content is so Energy heavy)). I have found that combo to be extremely survivable on my Fire/Fire blaster..and I play him as a blapper very heavily. That's of course if you're planning to make use of your melee attacks. If not go for the ranged defence.
@Sparky Jenkins || Freedom Server | Union Server
Main Hero: Inferno Sparky - Fire/Fire Blaster
Main Villain: Kerry Astrid - Fire/Cold Corruptor
Repeat Offenders
My advice: Roll a Mind/Fire/Fire or Grav/Fire/Fire Dominator and wonder whatever in the world you were wasting your time with a Blaster for.
I honestly cannot figure out what I want to do with my Fire/Energy blaster. Blapper seems fun but I also like recharge, the issue is that I'd need melee defense and a lot of melee defense doesn't come with recharge there are only a few sets off hand that I can think that have both.
Another thought I had was to make a ranged blaster with Fire Ball and Breath being great for range, but that seems like a waste because I have two really good melee attacks.
Any ideas what direction I should take my fire/energy blaster?
Virtue: @Santorican
Dark/Shield Build Thread