Fire/Energy


Another_Fan

 

Posted

Update on my build: I decided to go back to my kill or be killed build. This is made for maximum damage output without very much mitigation. It has almost 210% global recharge

Hero Plan by Mids' Hero Designer 1.952
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Booster Blue: Level 50 Science Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Flight
Power Pool: Concealment
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(29), Decim-Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(31)
Level 1: Power Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(21), KinCrsh-Rchg/KB(46), KinCrsh-Rechg/EndRdx(46), KinCrsh-Dmg/EndRdx/KB(46), KinCrsh-Acc/Dmg/KB(48)
Level 2: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/EndRdx/Rchg(27), Decim-Acc/Dmg/Rchg(27)
Level 4: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(5), Ragnrk-Acc/Dmg/Rchg(5), Ragnrk-Acc/Rchg(25), Ragnrk-Dmg/EndRdx(25)
Level 6: Energy Punch -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(7), Hectmb-Dmg/EndRdx(17), Hectmb-Dam%(17)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15)
Level 10: Bone Smasher -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(11), C'ngImp-Acc/Dmg/Rchg(11), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(13)
Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(37), AdjTgt-Rchg(40)
Level 14: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(37), AdjTgt-EndRdx/Rchg(37), AdjTgt-ToHit/EndRdx(40), AdjTgt-Rchg(43)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
Level 18: Blaze -- Apoc-Dmg/Rchg(A), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(23), Apoc-Dam%(23)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 22: Hover -- LkGmblr-Rchg+(A)
Level 24: Stealth -- LkGmblr-Rchg+(A)
Level 26: Super Jump -- Zephyr-ResKB(A)
Level 28: Spring Attack -- Oblit-Dmg(A), Oblit-Acc/Rchg(43), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(45)
Level 30: Invisibility -- LkGmblr-Rchg+(A)
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: Total Focus -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(39), C'ngImp-Acc/Dmg/Rchg(39), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 41: Shocking Bolt -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(42), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Acc/Rchg(42), UbrkCons-EndRdx/Hold(43)
Level 44: Charged Armor -- S'fstPrt-ResKB(A), GA-End/Res(50), GA-Res/Rech/End(50), GA-ResDam(50)
Level 47: Surge of Power -- TtmC'tng-ResDam/Rchg(A), Aegis-ResDam/Rchg(48), GA-RechRes(48)
Level 49: Grant Invisibility -- LkGmblr-Rchg+(A)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Regen/Rcvry+(34), Mrcl-Rcvry+(36)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(31), P'Shift-End%(34)
Level 1: Brawl -- Acc-I(A)
Level 1: Defiance
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run



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Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

I am needing to update my build for I24 but what should I keep in mind when rebuilding booster?


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

(1) 22% to hit buff is instasnipe threshold

(2) Nukes will be crashless

(3) Sustain powers will be inherent, your recovery and regen will get a big boost

(4) Short range T1/2 blasts will all have a range of 80 ft now


Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22

 

Posted

Quote:
Originally Posted by Santorican View Post
I am needing to update my build for I24 but what should I keep in mind when rebuilding booster?
Specifically for Fire/Energy:

1. You want Conserve Power. Its now Energize. It can be made perma and offer continuous endurance discount. And it buffs regen: you can slot it for up to about +330% regen (this doesn't stack). And it has a heal: about 10%. Base recharge is two minutes.

2. The heal is buffed by power boost. You might want power boost. Power boost also boosts tohit buffs, if you choose to build for fast snipe, power boost plus tactics plus kismet = fast time while PB is up. PB + BU + Aim = perma fast snipe if you have enough recharge.

3. Inferno no longer crashes. If you stick with the high recharge build, you'll probably be able to get Inferno down to about 36 seconds of recharge. Have fun.

4. Blaze now has 80 feet of range. If you're staying blapper, not a big deal.

5. Any time you have +22% tohit buff Blazing Bolt will fire without interruption and with only 1.67 cast time (basically, the interrupt window goes away). This is the "fastsnipe" mentioned above. If you care about having two attacks that can shoot through mez, keep Fire Blast. If you don't, and you want more single target firepower, *and* you want to build around getting to 22% either perma or just often, take blazing bolt instead: the DPA will be far higher when its in its fastsnipe mode.

6. All procs become PPM procs. Because of the way those work, reducing their percentage in fast powers and increasing them in slow recharging powers, slotting things like the BU proc in Build Up or Aim can cause it to fire almost always (or at least hit the 90% proc ceiling) which can add a significant burst punch to those kinds of powers.

7. If you want more recharge, consider replacing Decimation in Flares with ATIOs. Decimation offers 6.25% recharge. The standard ATIO set offers 8.75%. The catalyzed version offers 10% recharge. I don't recall if the ATIO bonus is identical to the normal purple bonus; if so you can't use the catalyzed version due to the rule of 5, but you can use the non-catalyzed attuned version. There's also another ATIO set coming in I24. 7.5% recharge in the attuned version.

8. Since you won't need as much recovery or regeneration if you take Energize, you can afford to look into the new Heal set coming in I24: preventative medicine. It has a proc that has a chance to automatically buff you with an absorb shield. The chance is low, but rises as you lose health. By the time you hit 30% health, the chance is 100% you'll get the absorb shield buff (it can only fire once every 120 seconds).


That's all I got off the top of my head. I'm sure I missed something: there are a lot of changes happening in I24.


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Posted

In addition to the above, I can say that my fire/EM has become basically twice as fun with I24 changes. Three reasons...

1. With energize, I can finally get rid of the cumbersome aid self. I went with the Cold epic, so I have 2 heals with hoarfrost and PB'd energize. The latter is not a big heal, but it's decent, and the instant +regen you get usually takes you back to full pretty quick. The +HP from HF is also very helpful, since it directly affects energize's +regen.

2. Endurance is now a complete non-issue. I also have Cardiac on mine, so that helps a lot too, but I have no issues whatsoever, even though I constantly spam the snipe and inferno. And by no issues I mean that I rarely even see the blue bar move. The only exception is when I don't get hurt for a while and forget to use energize. The end drain becomes very noticeable. But with energize, I have no need for even basic things like the miracle or numina or perf shifter procs. It's so good, I think even without cardiac I'd be fine.

3. Obviously the extra damage is amazing. The snipe is great fun, and the long range blaze is also a very fun new addition. And inferno...wow...burst AoE damage will now be discussed in different terms than before. The new nukes add an entirely new dimension to blaster playstyles.

Anyway, on my make-believe power ranking of my toons, my blaster has gone from 4th or 5th to most likely second.