Fire/Electric Build - Help me flesh this out...


EJI

 

Posted

... And a little 'education' wouldn't hurt, either.

So, I am not a new player, nor am I new to Blasters, however, my main experience is with Tankers, Controllers, and Scrappers. I'm also a terrible alt-o-holic. So, I play this character a bit sporadically, but recently hooked up with a very good team and... the character simply gained experience about twice as fast as _I_ did. I'm looking at level 28 with only the vaguest idea of how I got there and a faint sense of inadequacy, like I might not be able to do the character justice, when I play her again.

However, I'm not a total noob and I have experience with other Blasters, Defenders, and a level 33 PB, so I'm hardly hopeless. I have some solid ideas about what I'm supposed to do, both in Playing and Building the character. I also do Loads of research, right here on the forums. Unfortunately, I'm not seeing very much that applies to this particular situation, so I'm throwing it open to you Pros.

I'm using this I-19 respec/rebuild as an opportunity to tighten things up and straighten them out. I'm looking to build her for mainly Ranged PvE, both solo and teams, but with a nasty electric surprise for any mob silly enough to run up and try to touch her, in the form of a mean 'one-two punch'.

Please bear in mind that, while I AM looking for a road-map to 50, the current Focus is what to do at level 28 (and a little beyond). I don't need and can't use your uber level 50 Purpled & Proc'd build, I need something practical for level 28-30. I'm also hoping for a bit of education about not just what to take, but Why to take that and not something else, so some discussion of your choices would be useful.

So, can you help me fill out this build?

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Kitsuneko Fireshock: Level 48 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping

Hero Profile:
Level 1: Flares -- Acc(A), Acc(3), EndRdx(9)
Level 1: Electric Fence -- Acc(A), Acc(5), EndRdx(7), Immob(15)
Level 2: Fire Blast -- Acc(A), Acc(3), EndRdx(9)
Level 4: Fire Ball -- Acc(A), Acc(5), EndRdx(11)
Level 6: Rain of Fire -- RechRdx(A), EndRdx(7), Range(15)
Level 8: Combat Jumping -- DefBuff(A)
Level 10: Havoc Punch -- Acc(A), Acc(11), EndRdx(13)
Level 12: Aim -- RechRdx(A), RechRdx(13)
Level 14: Super Jump -- Jump(A)
Level 16: Build Up -- RechRdx(A), RechRdx(17)
Level 18: Blaze -- Acc(A), Acc(19), EndRdx(19)
Level 20: [Empty]
Level 22: [Empty]
Level 24: [Empty]
Level 26: Blazing Bolt -- Empty(A)
Level 28: Thunder Strike -- Empty(A)
Level 30: [Empty]
Level 32: Inferno -- Empty(A)
Level 35: Power Sink -- Empty(A)
Level 38: Shocking Grasp -- Empty(A)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
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 -- Run(A)
Level 2: Hurdle -- Jump(A)
Level 2: Health -- Heal(A)
Level 2: Stamina -- EndMod(A), EndMod(17)



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One of my questions is about Shocking Grasp - Looks pretty, but is it Useful?

Be Well!
Fireheart


 

Posted

You could do something like this. Personally I don't find sniper attacks that useful or anything other than pulling but if you really wanted blazing bolt you could get rid of firebreath, swap it with rain of fire and get pretty much anything else that interests you at level 20. That would open the slots up to deck out blazing.

The IO's can all be replaced with SO's and you could replace the dam/accs with vanilla damages, but I find getting whatever acc/dam thats cheapest really helps to get the most out of powers.

Leadership is there because fitness is now inherent, and with stam + power sink you'll have an excess of end anyway. You could yank the bonus sockets out of them though and put them anywhere else you want. Another option instead of leadership could be superspeed and stealth or grant invis and invisibility.

I nabbed the elec ancillary to add another aoe to fire as well as a second hold, but you could go with something else if you wanted to.


Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Kitsuneko Fireshock mkii: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Fire Blast -- Acc-I(A), Thundr-Acc/Dmg(5), Dmg-I(5), Dmg-I(7), RechRdx-I(7), RechRdx-I(9)
Level 1: Electric Fence -- Acc-I(A)
Level 2: Flares -- Acc-I(A), Thundr-Acc/Dmg(15), Dmg-I(15), Dmg-I(17), RechRdx-I(17), RechRdx-I(19)
Level 4: Fire Ball -- Acc-I(A), AirB'st-Acc/Dmg(9), Dmg-I(11), Dmg-I(11), RechRdx-I(13), RechRdx-I(13)
Level 6: Combat Jumping -- DefBuff-I(A)
Level 8: Fire Breath -- Acc-I(A), AirB'st-Acc/Dmg(23), Dmg-I(25), Dmg-I(25), RechRdx-I(27), RechRdx-I(27)
Level 10: Havoc Punch -- Acc-I(A), C'ngImp-Acc/Dmg(19), Dmg-I(21), Dmg-I(21), EndRdx-I(23), EndRdx-I(29)
Level 12: Aim -- RechRdx-I(A)
Level 14: Super Jump -- Jump-I(A)
Level 16: Build Up -- RechRdx-I(A)
Level 18: Blaze -- Acc-I(A), Thundr-Acc/Dmg(29), Dmg-I(31), Dmg-I(31), RechRdx-I(31), RechRdx-I(33)
Level 20: Rain of Fire -- Dmg-I(A), Dmg-I(45), RechRdx-I(45), RechRdx-I(46)
Level 22: Assault -- EndRdx-I(A), EndRdx-I(45)
Level 24: Tactics -- EndRdx-I(A), EndRdx-I(43)
Level 26: Hasten -- RechRdx-I(A), RechRdx-I(40)
Level 28: Thunder Strike -- Acc-I(A), M'Strk-Acc/Dmg(34), Dmg-I(37), Dmg-I(37), EndRdx-I(37), EndRdx-I(40)
Level 30: Blazing Bolt -- Acc-I(A)
Level 32: Inferno -- RechRdx-I(A), RechRdx-I(33), M'Strk-Dmg/Rchg(33), Dmg-I(34), Dmg-I(34)
Level 35: Power Sink -- RechRdx-I(A), RechRdx-I(36), EndMod-I(36), EndMod-I(36)
Level 38: Shocking Grasp -- Acc-I(A), Dmg-I(39), Dmg-I(39), Hold-I(39), Hold-I(40)
Level 41: Static Discharge -- Acc-I(A), AirB'st-Acc/Dmg(42), Dmg-I(42), Dmg-I(42), RechRdx-I(43), RechRdx-I(43)
Level 44: Surge of Power -- RechRdx-I(A), RechRdx-I(46)
Level 47: Charged Armor -- EndRdx-I(A), ResDam-I(48), ResDam-I(48), ResDam-I(48)
Level 49: Shocking Bolt -- Acc-I(A), RechRdx-I(50), Hold-I(50), Hold-I(50)
------------
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 -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(3), Empty(3)


 

Posted

Quote:
Originally Posted by Mira_Frost View Post
You could do something like this. Personally I don't find sniper attacks that useful or anything other than pulling but if you really wanted blazing bolt you could get rid of firebreath, swap it with rain of fire and get pretty much anything else that interests you at level 20. That would open the slots up to deck out blazing.

The IO's can all be replaced with SO's and you could replace the dam/accs with vanilla damages, but I find getting whatever acc/dam thats cheapest really helps to get the most out of powers.

Leadership is there because fitness is now inherent, and with stam + power sink you'll have an excess of end anyway. You could yank the bonus sockets out of them though and put them anywhere else you want. Another option instead of leadership could be superspeed and stealth or grant invis and invisibility.

I nabbed the elec ancillary to add another aoe to fire as well as a second hold, but you could go with something else if you wanted to.
I agree, that the Snipe is a situational power, but I also found Firebreath to be persnickety in targeting and sometimes difficult to line up, particularly in a dynamic fight, besides, it requires me to get much too close to the scrimmage. Not that I'm averse to being in the middle of the fight, but I don't feel that's the best place for a Blaster, unless they're carrying a Lot more mitigation than Fire/Electric can manage.

I agree, on Leadership - I like those powers and don't care if they only give a small boost for a Blaster (or a Tanker), as every little bit helps. For Pool powers, I'm leaning towards Leadership and Fighting, with a small consideration for Medicine (not needed, but could be useful), and Electric, Fire, or Force, for the APP.

My initial build shows SOs, mainly because that's what I have right now, but also to establish my usual pattern of slotting 2Acc, 1EnRed, 2Dam (or 1Mez, 1Dam). I find that a good SO-build can flow, naturally into IOs and I generally retain an SO build of all of my characters, regardless of level, as a baseline for comparison purposes with the IOs. When I shift to IOs and Sets (which I usually do around level 27-28 - so Now would be good) I generally follow that pattern of strong Accuracy and Endurance, followed by Utility, Damage, and Recharge.

I will have about a million Inf available for this build (at level 28), with level 30 IOs and SOs filling the gaps, so it needs to stay practical, but I can probably get some Thunderstrikes and such. The key (to me) is to have a strong basic structure to build those extra levels onto.

So my question is more along the lines of: Is there a power that I took, which I shouldn't, or is there a power that I didn't take, which I Should? Is the added durability from the Fighting Pool worth the 3 slots? Should I take Medicine?

Be Well!
Fireheart


 

Posted

None of the powers you took are bad. The snipe has its limitations and I dislike them, but it sounds like you find them useful at times so thats all good. I wouldn't socket electric fences though, because fire has a solid single target attack chain and you can always sub in fireball if there are any gaps.

As far as fighting goes, unless you are going to deck out with IO sets to cap a defense weave isn't really worth it. Tough could be worth it to some extent because when combined with an ancillary armor you should be able to push your res up to 50% to smashing/lethal.

Also at 28-30 I wouldn't bother with getting any set pieces. I would wait until mid thirties and higher and start either building sets or just doing some sort of franken slotting. For the time being i would reccomend 2 acc, 3 dam, and 1 rech or end.


 

Posted


Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:

Level 1: Fire Blast

  • (A) Accuracy IO: Level 50
  • (3) Damage Increase IO: Level 50
  • (9) Damage Increase IO: Level 50
  • (34) Endurance Reduction IO: Level 50
  • (37) Recharge Reduction IO: Level 50
Level 1: Electric Fence
  • (A) Accuracy IO: Level 50
  • (3) Immobilisation Duration IO: Level 50
  • (15) Immobilisation Duration IO: Level 50
  • (34) Recharge Reduction IO: Level 50
Level 2: Fire Ball
  • (A) Accuracy IO: Level 50
  • (5) Damage Increase IO: Level 50
  • (7) Damage Increase IO: Level 50
  • (25) Endurance Reduction IO: Level 50
  • (34) Recharge Reduction IO: Level 50
  • (43) Recharge Reduction IO: Level 50
Level 4: Charged Brawl
  • (A) Accuracy IO: Level 50
  • (5) Recharge Reduction IO: Level 50
  • (9) Damage Increase IO: Level 50
  • (37) Damage Increase IO: Level 50
  • (43) Endurance Reduction IO: Level 50
Level 6: Rain of Fire
  • (A) Accuracy IO: Level 50
  • (7) Recharge Reduction IO: Level 50
Level 8: Combat Jumping
  • (A) Jumping IO: Level 50
Level 10: Fire Breath
  • (A) Accuracy IO: Level 50
  • (11) Damage Increase IO: Level 50
  • (11) Damage Increase IO: Level 50
  • (37) Endurance Reduction IO: Level 50
  • (40) Range IO: Level 50
Level 12: Havoc Punch
  • (A) Accuracy IO: Level 50
  • (13) Damage Increase IO: Level 50
  • (13) Damage Increase IO: Level 50
  • (17) Endurance Reduction IO: Level 50
  • (40) Recharge Reduction IO: Level 50
Level 14: Aim
  • (A) Recharge Reduction IO: Level 50
  • (15) Recharge Reduction IO: Level 50
  • (40) Recharge Reduction IO: Level 50
Level 16: Build Up
  • (A) Recharge Reduction IO: Level 50
  • (17) Recharge Reduction IO: Level 50
  • (42) Recharge Reduction IO: Level 50
Level 18: Blaze
  • (A) Accuracy IO: Level 50
  • (19) Damage Increase IO: Level 50
  • (19) Damage Increase IO: Level 50
  • (25) Endurance Reduction IO: Level 50
  • (27) Recharge Reduction IO: Level 50
  • (43) Recharge Reduction IO: Level 50
Level 20: Super Jump
  • (A) Jumping IO: Level 50
Level 22: Acrobatics
  • (A) Endurance Reduction IO: Level 50
Level 24: Boxing
  • (A) Empty
Level 26: Blazing Bolt
  • (A) Accuracy IO: Level 50
  • (27) Accuracy IO: Level 50
  • (31) Interrupt Reduction IO: Level 50
Level 28: Thunder Strike
  • (A) Accuracy IO: Level 50
  • (29) Damage Increase IO: Level 50
  • (29) Damage Increase IO: Level 50
  • (31) Endurance Reduction IO: Level 50
  • (46) Recharge Reduction IO: Level 50
Level 30: Tough
  • (A) Endurance Reduction IO: Level 50
  • (31) Resist Damage IO: Level 50
Level 32: Inferno
  • (A) Accuracy IO: Level 50
  • (33) Damage Increase IO: Level 50
  • (33) Damage Increase IO: Level 50
  • (33) Recharge Reduction IO: Level 50
  • (46) Recharge Reduction IO: Level 50
  • (46) Multi Strike - Damage/Recharge: Level 50
Level 35: Power Sink
  • (A) Endurance Modification IO: Level 50
  • (36) Endurance Modification IO: Level 50
  • (36) Recharge Reduction IO: Level 50
  • (36) Recharge Reduction IO: Level 50
Level 38: Shocking Grasp
  • (A) Accuracy IO: Level 50
  • (39) Hold Duration IO: Level 50
  • (39) Hold Duration IO: Level 50
  • (39) Recharge Reduction IO: Level 50
Level 41: Weave
  • (A) Defense Buff IO: Level 50
  • (42) Defense Buff IO: Level 50
  • (42) Endurance Reduction IO: Level 50
Level 44: Scorpion Shield
  • (A) Defense Buff IO: Level 50
  • (45) Defense Buff IO: Level 50
  • (45) Defense Buff IO: Level 50
  • (45) Endurance Reduction IO: Level 50
Level 47: Web Envelope
  • (A) Accuracy IO: Level 50
  • (48) Immobilisation Duration IO: Level 50
  • (48) Recharge Reduction IO: Level 50
  • (48) Recharge Reduction IO: Level 50
Level 49: Summon Spiderlings
  • (A) Accuracy IO: Level 50
  • (50) Damage Increase IO: Level 50
  • (50) Damage Increase IO: Level 50
  • (50) Recharge Reduction IO: Level 50
------------

Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
  • (21) Empty
  • (21) Empty
  • (23) Empty
  • (23) Empty
Level 1: Defiance
Level 4: Ninja Run

soft-capped s/l i/o build on the flipside of the powers (shift&right click)
my .02 inf, ymmv


 

Posted

Unfortunately, a Mids Export/Import only covers the visible build and not the alternate, so I couldn't see what you had there.

Here's what I think I'll be aiming for in the immediate future, any useful comments are welcome:

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Kitsuneko Fireshock: Level 48 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: Flares -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(21)
Level 1: Electric Fence -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(5), TotHntr-Immob/Acc(7), TotHntr-Acc/Immob/Rchg(15)
Level 2: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Acc/EndRdx/Rchg(9), Decim-Acc/Dmg/Rchg(21)
Level 4: Fire Ball -- Det'tn-Acc/Dmg(A), Det'tn-Acc/Dmg/EndRdx(5), Posi-Acc/Dmg(11), Posi-Acc/Dmg/EndRdx(23)
Level 6: Rain of Fire -- Det'tn-Dmg/Rng(A), Det'tn-Dmg/EndRdx/Rng(7), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(23)
Level 8: Combat Jumping -- Winter-ResSlow(A)
Level 10: Havoc Punch -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(11), KinCrsh-Dmg/EndRdx/KB(13), KinCrsh-Acc/Dmg/KB(25)
Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(13)
Level 14: Super Jump -- SprngFt-EndRdx/Jump(A)
Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(17)
Level 18: Blaze -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Acc/EndRdx/Rchg(19), Decim-Acc/Dmg/Rchg(29)
Level 20: Aid Other -- Heal-I(A)
Level 22: Aid Self -- Heal-I(A)
Level 24: Assault -- EndRdx-I(A), EndRdx-I(25)
Level 26: Blazing Bolt -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(27), Decim-Acc/Dmg/Rchg(27)
Level 28: Thunder Strike -- Acc-I(A), Acc-I(29), Empty(31)
Level 30: Tactics -- Empty(A), Empty(31)
Level 32: Inferno -- Empty(A)
Level 35: Power Sink -- Empty(A)
Level 38: Shocking Grasp -- Empty(A)
Level 41: Bonfire -- Empty(A)
Level 44: Fire Shield -- Empty(A)
Level 47: Char -- Empty(A)
Level 49: Rise of the Phoenix -- Empty(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Empty(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 -- Heal-I(A)
Level 2: Stamina -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(17), Empty(31)



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Be Well!
Fireheart


 

Posted

I'm doing a fire/electric as well. I have a 50 fire/energy blaster that's cool, but I think that the AoE effect of Thunder Strike as well as Power Sink might fill in the holes in the other blaster build. I recently respecced into the flame mastery for the concept, but electric mastery would give you another AoE attack.


@Joshua.