Is DP THAT bad? My Findings Thus Far...
Elektro... you do know damage can stack, right? I mean, maybe I'm having a Friday night brain glitch, but I'm confused as to how slotting a damage alpha (which increases damage in slotted powers) is not going to stack with Leadership toggles and Defiance.
I know damage can stack from all those sources... why would you say it's not a good thing to stack even more damage on all that? I keep saying this is on a per case basis (so the faster nuke blaster sets might prefer using Spiritual, which my Archery Blaster and eventually DP Blaster do/will), so don't make out that I'm saying it's Musculature or bust. I am saying Musculature can be pretty nice if you want to leverage it: especially for a Blaster or other higher damage mod ATs. |
Of course I realize damage stacks, but all I was trying to do is get people to test it and really see if it's worth it to them. All I am suggesting by all of this is that yes, damage is great, it always is, and the more, the merrier, but after a few stacked attacks, and perhaps assault running, or even some other goodies, that additional little bit just seemed... microscopic, or even lost in the other bonuses we get.
If you guys are set on Musculature, that's fine. I was just hoping that people were actually monitoring their damage numbers and seeing what we are already capable of without stacking a little more on top.
I may try Musculature again one day. Right now I"m trying to finish of my rares... actually with too many characters! lol
Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)
Lit bit of a necro but wanted to give a final recap to my DP findings to go along with Elecktros.
Disclaimer: I dont do SOs, and havnt messed with them since IOes came out. By level 40 my toons almost always have all the IOes that make them perform well (recharge or def)
I have a level 50+1 DP/MM with the musculature total core revamp slotted. This toon is fully IOed out for def (S/L and range at 33%) and recharge global with hasten = 137.5%. Unfortunetly this is my only 50 blaster, so relative to other blasters this tricked out ... no clue.
Some of this pertains to blasters and some to DP and some to MM:
Pros:
Massive AOE damage.
With high recharge builds and a secondary with AOE attacks, DP has a AOE only attack chain. I always have one of my AOEs recharged and ready when doing level 45+ content.
PBAOE destruction.
Stealth + Crashless PBAOE nuke that gives you +10 def during the animation and a secondary that has PBAOE powers + def = I win. Notice that HoB is one piece of the I win. You MUST have the other parts for it to work. Stealth is important to be sure to get to the middle of the mob before you get whacked with mez. You also need some other AOE powers to finish off the left overs. Psyshockwave is my favorite. MM and Fire seem to be the best secondaries to make this work.
Incendiary ammo: Looks like from the math, you can jack up your damage to mid level (or better) blaster performance with this ammo. Combined with the AOEs and you can become a killing machine.
Empty clips takes -def so you can slot achillies -res proc.
This does work when you have fire ammo selected from the combat logs.
Cons:
Lack of a high damage single target attack.
I know the new balance takes into account that high damage attacks have long recharges, but they havnt changed fire, archery, ice so we always have to measure against them, and DP comes up short.
Cryo, and Chemical ammo are pretty much useless.
Swap ammo needs to be slotable and it should take -def sets (new for chemical because you cant slot -dam), slows for cryo, and knockback for normal ammo. Yes this would allow it to take the -res proc, and damage procs, but at least that would provide an interesting alternative to fire ammo, and it would eat up slots.
What can this toon do that others cant?
The AOEs with spawn clearing level of damage is what blasters are made for, and DP seems to be near perfect for that. My 51 crab and 51 elec/nin stalker are the closest to my blaster for AOE damage but the blaster is over the top in terms of no fuss AOE carnage. The crab can bring it like the blaster only because of the pets, and omega bomb, the stalker is pretty much lightning rod and ball lightning, clean up.
What can other toons do that this one cant?
With massive AOE power comes... glass cannon brittleness. The crab and the stalker both show off the worst of the blaster. Mez protection and defenses are handed out to toons that come close to what a blaster can do. Every 27 seconds my stalker can do buildup + LR + ball lightning and do almost the same amount of AOE damage as a DP/MM blaster every 35 seconds (both builds cost about the same for IOs needed). The stalker has full mez protection and softcapped to M/R/AOE. During the LR downtime though the stalker does not have the same AOEs the blaster has.
The crab has even more defense (to team even!), resistance, and HPs, and in the long run with pets always up (possible with enough recharge) they do more constant AOE damage. The omega spike of damage is smaller and on a much longer recharge, but the crab is one man army that is very hard to kill.
The price blasters pay for having top damage is very high.
And the most important part... Is it fun?
Hell yes! With the constant threat of mez and death, it is definetly heart pounding fun livin on the edge. When you rush into a mob of ritki, before the tank, have the guardians confused and cast AM on you, and unload Hell of Bullets.... good times!
Always having an AOE ready to blast the mobs... very nice!
Bots/Traps Guide for I19.5
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That's a nice recap Mephe.
I would add one tweak though. Your initial thoughts about Stealth are helpful, but not mandatory. I have heavy enough Recovery that I run SS almost constantly, but even if I didn't, running in with Super Speed, then starting off with HOB works every time. I've never, ever had it fail.
I went Musculature, then dumped it for Spiritual and haven't looked back. With a healthy dose of LotG's 7.5, and Spritual there are very seldom times where I don't have an AOE of my preference up and ready to roll. I believe my HOB is up in under 30 seconds now. I'd have to verify that.
Thanks for adding your experiences to the thread. I'm always glad to see another DP who has truly learned the set, and sees the 'good' in it.
Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)
That's a nice recap Mephe.
I would add one tweak though. Your initial thoughts about Stealth are helpful, but not mandatory. I have heavy enough Recovery that I run SS almost constantly, but even if I didn't, running in with Super Speed, then starting off with HOB works every time. I've never, ever had it fail. I went Musculature, then dumped it for Spiritual and haven't looked back. With a healthy dose of LotG's 7.5, and Spritual there are very seldom times where I don't have an AOE of my preference up and ready to roll. I believe my HOB is up in under 30 seconds now. I'd have to verify that. Thanks for adding your experiences to the thread. I'm always glad to see another DP who has truly learned the set, and sees the 'good' in it. |
I hate the power called stealth because of the name... I never ever take that stupid power. By stealth I mean the attribute of having at least 30' PVE stealth, but best to have full invis by having 65' of stealth (30 for the IO and 35 for SS).
On my toon I have full Invis by having a "stealth" io in sprint, and having SS running full time. Yeah with /MM I have an insane level of end recovery so I never shut off SS. I highley recomend full invis for every DP blaster.
As for the alpha slot... with high end IO builds like ours it doesnt make much of a differance. The level shift is the most important part for now...
But thats a good lead in to I20.
Alpha:
The judgement AOE damage gets boosted by the alpha slot, EXCEPT for recharge. That makes musculature a nice bump. The judgement AOE has base 1.3 acc but it is NOT affected by your global +acc from IOs. So to-hit or Nerve alpha is important.
Lore pets also get boosted by whats in your Alpha, which means musc, or nerve are good options to bump up your pets, recharge has no effect here either.
Judgement:
Looks like it comes down to fire with its 1 second animation or the PBAOE void. I am thinking for me that fire is gonna be more usefull because if I am in the middle it means I am fireing off HOB and psyshockwave, so all around me will be dead soon. Wonder if the damage diff is small enough to go with the damage + stun instead of just pure damage.
ION may also be a nice one because the chaining happens before the damage, so it may hit even more mobs than the fire does.
Lore:
Looks like war works all the way. You get a great pocket scrapper with the victoria, and the battle orb has +def shield, and clear mind/heal stimulant.
But the IDF troops can summon battle orbs, I dont know if lore pets can though. Maybe worth a look.
Interface:
-to hit or -res, and maybe -dmg. The res caps at -25%, and the bonus damage may not add up to much.
DP has alot of AOEs so a little bit of bonus damage can add up... but things die pretty quick.
The AOEs are also a great way to spread around -tohit to increase your defense.
This has some interesting combos with swap ammo. Go with the recative for the DOT and switch to chemical or cryo ammo for some debuffing without loosing much damage.
Destiny:
Clarion - we want it, we got it! Mezz protection and at the rare level its 100% uptime. Every blaster will probably have one of these as their first crafted for this slot.
Barrier - got a team with other blasters that have clarion, this should be your second one or maybe your first one. +def and +res SWEET. We dont need no stinkin tank.
Ageless - your third one, just for the debuff resist.
Bots/Traps Guide for I19.5
RO Network
I didn't want to start a new thread for this so I thought I'd post here. So, I've been trying to play around with this build for a couple days, but this is my first blaster so I might have done this all wrong. Influence is really not an issue. I was trying to get soft-capped ranged defense, and after that I just went for accuracy, damage and recharge. Am I doing this right?
Hero Plan by Mids' Hero Designer 1.92
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Bullet-Proof: Level 50 Technology Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Energy Manipulation
Power Pool: Presence
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Pistols -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx/Rchg:50(3), Thundr-Acc/Dmg/EndRdx:50(7), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Dmg/EndRdx:50(9), Thundr-Dmg/Rchg:50(11)
Level 1: Power Thrust -- ExStrk-Dmg/KB:20(A), ExStrk-Dam%:20(5), ExStrk-Acc/KB:20(5)
Level 2: Dual Wield -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/Rchg:50(3), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Dmg/EndRdx/Rchg:50(13), Thundr-Dmg/EndRdx:50(13), Thundr-Dmg/Rchg:50(15)
Level 4: Empty Clips -- Ragnrk-Dmg:50(A), Ragnrk-Acc/Dmg/Rchg:50(15), Ragnrk-Acc/Rchg:50(17), Ragnrk-Knock%:50(17), Ragnrk-Dmg/EndRdx:50(46)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(21), Posi-Dmg/Rchg:50(21), Posi-Acc/Dmg/EndRdx:50(23), Posi-Dam%:50(45)
Level 10: Build Up -- GSFC-ToHit/EndRdx:50(A), GSFC-ToHit/Rchg:50(23), GSFC-Rchg/EndRdx:50(25), GSFC-ToHit:50(33), GSFC-ToHit/Rchg/EndRdx:50(36), GSFC-Build%:50(37)
Level 12: Suppressive Fire -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(19), Lock-Rchg/Hold:50(25), Lock-%Hold:50(27), Lock-EndRdx/Rchg/Hold:50(27), Lock-Acc/EndRdx/Rchg/Hold:50(39)
Level 14: Challenge -- Acc-I:50(A)
Level 16: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(29)
Level 18: Intimidate -- Acc-I:50(A)
Level 20: Invoke Panic -- Acc-I:50(A)
Level 22: Executioner's Shot -- Thundr-Acc/Dmg:50(A), Thundr-Acc/Dmg/Rchg:50(34), Thundr-Acc/Dmg/EndRdx:50(34), Thundr-Dmg/EndRdx/Rchg:50(34), Thundr-Dmg/EndRdx:50(36), Thundr-Dmg/Rchg:50(36)
Level 24: Kick -- ExStrk-Dmg/KB:20(A), ExStrk-Acc/KB:20(33), ExStrk-Dam%:20(37)
Level 26: Piercing Rounds -- Posi-Dmg/EndRdx:50(A), Posi-Acc/Dmg/EndRdx:50(31), Posi-Acc/Dmg:50(39), Posi-Dmg/Rchg:50(39), Posi-Dam%:50(45)
Level 28: Power Boost -- RechRdx-I:50(A)
Level 30: Tough -- S'fstPrt-ResKB:30(A), S'fstPrt-ResDam/EndRdx:30(31), S'fstPrt-ResDam/Def+:30(33)
Level 32: Hail of Bullets -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(42), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Dmg/EndRdx/Rchg:50(42), Oblit-Acc/Dmg/Rchg:50(43), Oblit-%Dam:50(43)
Level 35: Boost Range -- RechRdx-I:50(A)
Level 38: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(40), LkGmblr-Def:50(40), LkGmblr-Def/EndRdx/Rchg:50(40)
Level 41: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(46), LkGmblr-Def/EndRdx:50(46), LkGmblr-Def/EndRdx/Rchg:50(48)
Level 44: Personal Force Field -- LkGmblr-Rchg+:50(A)
Level 47: Tactics -- AdjTgt-ToHit:50(A), AdjTgt-ToHit/EndRdx:50(48)
Level 49: Combat Jumping -- Zephyr-ResKB:50(A), DefBuff-I:50(50)
Level 50: Musculature Radial Boost
------------
Level 1: Brawl -- Acc-I:50(A)
Level 1: Sprint -- Run-I:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Defiance
Level 4: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Heal/EndRdx:50(A), Numna-EndRdx/Rchg:50(19), Numna-Regen/Rcvry+:50(29), Numna-Heal/Rchg:50(43), Numna-Heal:50(45), Numna-Heal/EndRdx/Rchg:50(50)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-EndMod/Rchg:50(7), P'Shift-EndMod/Acc/Rchg:50(31), P'Shift-Acc/Rchg:50(37), P'Shift-EndMod/Acc:50(48), P'Shift-End%:50(50)
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Looks largely fine, but a couple of things stand out. If you have to choose between empty clips and bullet rain, bullet rain is the one to take. A much superior power. Also, the presence pool? Don't get me wrong, you have room to take some fluff powers and it's not like having them will actively hamper you, but if I were gonna take a fourth pool to leave unslotted, it would surely be medicine. Also consider moving GSFC into tactics and slotting BU with just recharges, not that I've run the numbers but I don't think it's going to benefit from end redux nearly as much as an expensive toggle.
I'd also move CJ up to the early levels and put an additional slot into hurdle by SO time. The bouncy lunatic playstyle is rewarded on any blaster, including DP.
Thanks for the reply. I hadn't thought about putting GSFC into tactics but that's a great idea. As for the presence pool, I actually leveled this toon up with the medicine pool but found I NEVER used it since I always had a green insp or two on me and I could pop those during combat. So, I swapped for the presence pool and found that the fear effects make for great crowd control and have actually increased my survivability.
Thanks again for the feedback, I'll head back to mids to swap a couple things.
I just recently started using a DP/Fire blaster and I'm loving it. Although I'm a bit squishy at times I find that the /Fire provides an ample amount of AoE to compensate for the lack of damage in the DP set. Although when my ring of fire or combustion misses, i tend to get a bit squishy, but it's still just as fun as my enrg/enrg blaster.
As a DP Blaster I think it's extremely important to focus on your AoE powers, and rely heavily on your secondary set (melee would be a great choice, or devices as well.) With my toon I skipped empty clips, simply due to the fact that i realized in most situations I was emptying an entire cone attack into one target because the cone area was just to uncomfortable for me. So i went with bullet rain (great choice) because it can hit an entire group of enemies even in melee-ranged combat and with Fire ammo it does wonders.
To balance out a lot of the negatives they put in swap ammo. I realized while fighting different types of enemies like, ghouls, destroyers, P.P.D...etc, that different ammo types works better on different groups. For example:
Ice --> good for destroyers and T.E.S.T rangers
Fire --> good for resistance, P.P.D., Clockwork and almost any other enemy
Toxic --> Works wonders with any zombie/ghoul based creature
For your secondaries I think it's the best to go with fighting and get tough and Hasten to increase all of your Rech times as often as possible. I really do like the idea of having the Swap Ammo as a inherent power for DP, but that would be a bit unfair to the other sets. I'd say maybe it would be good to allow maybe a 2 slot maximum to the ammo types. It would be just as helpful(:
Here's a Sample of my Mid's Build if anyone wants to take a look(: I could use as much advice as i can get!!!
Also, as for my Incarnate build, I have no idea what would be best to slot on him and on level 30 & 49 I have no clue what would be a good power pool, on my enrg/enrg I have SS & Fly, and on this toon I have SS & fighting, but i have no idea what else to get! I thought about Presence, but the close range factor involved in that worries me.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Falcon's Wrath: Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Dual Wield -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(13), Thundr-Acc/Dmg/Rchg(17), Ruin-Acc/Dmg/Rchg(17), Ruin-Acc/EndRdx/Rchg(19), Ruin-Dmg/EndRdx(19)
Level 1: Ring of Fire -- Immob-I(A)
Level 2: Pistols -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(11), Thundr-Acc/Dmg/Rchg(43), Ruin-Acc/Dmg/Rchg(43), Ruin-Acc/EndRdx/Rchg(45), Ruin-Dmg/EndRdx(46)
Level 4: Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(5), C'ngImp-Acc/Dmg/EndRdx(13), F'dSmite-Acc/EndRdx/Rchg(7), F'dSmite-Acc/Dmg/Rchg(5)
Level 6: Combustion -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg(7), M'Strk-Acc/EndRdx(9), C'ngBlow-Dmg/EndRdx(37), C'ngBlow-Acc/Rchg(50), Erad-Acc/Dmg/EndRdx/Rchg(50)
Level 8: Swap Ammo
Level 10: Hasten -- RechRdx-I(A)
Level 12: Fire Sword Circle -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/EndRdx(29), M'Strk-Acc/Dmg(36), C'ngBlow-Acc/Rchg(36), C'ngBlow-Dmg/EndRdx(37), Erad-Acc/Dmg/EndRdx/Rchg(37)
Level 14: Super Speed -- Winter-RunSpd/Jump/Fly/Rng(A), Winter-RunSpd/Jump/Fly/Rng/EndRdx(15), Winter-ResSlow(15)
Level 16: Bullet Rain -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(31), Det'tn-Acc/Dmg(31), KinCrsh-Dmg/KB(31), KinCrsh-Acc/KB(34), EndRdx-I(36)
Level 18: Executioner's Shot -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(21), Thundr-Acc/Dmg/Rchg(23), Ruin-Acc/Dmg/Rchg(23), Ruin-Acc/EndRdx/Rchg(27), Ruin-Dmg/EndRdx(27)
Level 20: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(21)
Level 22: Kick -- KBDist-I(A)
Level 24: Tough -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(25), TtmC'tng-ResDam/EndRdx(25)
Level 26: Piercing Rounds -- Det'tn-Acc/Dmg/EndRdx(A), Det'tn-Dmg/EndRdx/Rng(40), Det'tn-Acc/Dmg(42), TmpRdns-Rng/Slow(42), TmpRdns-Acc/Dmg/Slow(42), TmpRdns-Acc/Slow(43)
Level 28: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29)
Level 30: [Empty] -- Empty(A)
Level 32: Hail of Bullets -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(33), M'Strk-Acc/Dmg/EndRdx(33), KinCrsh-Rechg/EndRdx(33), KinCrsh-Acc/KB(34), KinCrsh-Acc/Dmg/KB(34)
Level 35: Burn -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(46)
Level 38: Hot Feet -- M'Strk-Dmg/EndRdx(A), M'Strk-Acc/Dmg(39), M'Strk-Acc/Dmg/EndRdx(39), TmpRdns-Acc/EndRdx(39), TmpRdns-EndRdx/Rchg/Slow(40), TmpRdns-Acc/Dmg/Slow(40)
Level 41: Bonfire -- FrcFbk-Dmg/KB(A), FrcFbk-Rchg/KB(46)
Level 44: Fire Shield -- TtmC'tng-ResDam(A), TtmC'tng-EndRdx(45), TtmC'tng-ResDam/EndRdx(45)
Level 47: Rise of the Phoenix -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(48), Dct'dW-Rchg(48), C'ngBlow-Dmg/Rchg(48), C'ngBlow-Acc/Dmg(50)
Level 49: [Empty] -- Empty(A)
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Defiance
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- IntRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(3), Heal-I(9)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), EndMod-I(11)
Level 8: Chemical Ammunition
Level 8: Cryo Ammunition
Level 8: Incendiary Ammunition
No Suppressive Fire or Char? I find holds very useful on Blasters, especially at higher level once you get things like Carnival Illusionists or Malta Gunslingers to deal with. Having two holds (slot Suppressive as a hold since you will be using non-Standard ammo a lot) also means you can disable a boss, which is very handy.
Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
I'm starting to feel like we're going in circles... probably because we are. To sum up again, depending on your build one alpha or another is going to work better for you. I can see Spiritual being best for Dual Pistols because of HoB and to get Build Up (since you don't have Aim) back up sooner. That's what my Dual Pistols Blaster is going for.
Musculature can be a nice boost as well. For Blasters, it lets them do even more do damage, something that they want to do. Depending on your build, this might be appealing. Basically, you have to look at the numbers and see what you want. For my En/En, he gets to do a good chunk more damage all the time with Musculature, rather than having Build up and Aim recharge six seconds faster with Spiritual (something that really won't help his performance). The way was clear for him.
I'm not selling snake oil, just telling it like it is. Find what works for your characters build. That's the way it's always been.
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