Blasters: Chasing the holy grail of recharge? Or chasing your tail?
Two things:
1) Recharge is subject to diminishing returns. Every % you add does less for you than the % that came before it. This is because recharge is in the denominator of the formula.
2) Typically, no one builds for "as much recharge as possible." They build for "enough recharge to run my optimal attack chain."
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
I certainly see that now.
I did not think the return was that low, considering my primary build has no purples, and my 'uber' build had 4. I didn't think 4 sets of x10% recharge netted me a second. That's still.... very underwhelming.
Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)
If you don't plan to exemp much purples aren't too great on a Blaster. They give lots of recharge, but no defense... and defense is often the thing blasters build for.
Extremely high recharge builds are mainly good for characters who have a long recharge power they need to make permanent. Domination or Phantom Army, for instance, are far more effective permanent than with even one second of downtime. With Blasters there aren't really any such powers though... all recharge does is let you nuke more often or use more AoEs. That's handy, but in practice you only need so much recharge to do it. My Blaster recharge goals are generally:
1) Have a non-stop single target attack chain. I go for this on every Blaster.
2) Be able to use a crashless nuke every spawn (for Archery or AR, DP's nuke is more of an every other spawn thing). That can get a bit expensive but it's handy.
3) Be able to use Aim or Build Up every spawn. Takes about the same recharge as the crashless nuke, but applies to all Blasters with Aim and Build Up.
Once I have those, there's no real need for more recharge. I'm not going to be using Rain of Arrows twice a spawn or getting Aim and Build Up every spawn with any sane level of recharge, so once I have a solid attack chain and I can use all my AoEs each fight what is more recharge really giving me?
About the only purples I'd consider on a Blaster (assuming I ever get so attatched to one I use purples on him) are the Sleep or Confuse sets (for the bonuses) or the PBAoE or Targeted AoE sets. Thunderstrikes and Lockdowns are far too useful for defense to replace with purples... if I need more recharge that's what LotGs are for.
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
Two things:
2) Typically, no one builds for "as much recharge as possible." They build for "enough recharge to run my optimal attack chain." |
Extremely high recharge builds are mainly good for characters who have a long recharge power they need to make permanent. Domination or Phantom Army, for instance, are far more effective permanent than with even one second of downtime. With Blasters there aren't really any such powers though... all recharge does is let you nuke more often or use more AoEs. That's handy, but in practice you only need so much recharge to do it. My Blaster recharge goals are generally: |
Once I have those, there's no real need for more recharge. I'm not going to be using Rain of Arrows twice a spawn or getting Aim and Build Up every spawn with any sane level of recharge, so once I have a solid attack chain and I can use all my AoEs each fight what is more recharge really giving me? |
I have aim and buildup on a 24 second recharge on my archery blasters.
This means I Aim,Buildup, Rain of Arrows every twenty four seconds. Rain is up every 20 seconds but due to its cast time it syncs very well with aim and build up.
For a long time I played an archery blaster very effectively without any consideration for defense. The ability to take out more than 2 spawn/minute alowed me to use inspirations to fill in my gaps.
Recharge works like this...
Get to perma hasten. Stop.
If not, build defense.
Recharge is a mindset. If you are not of that mindset, it's absolutely useless to you.
I slot 5 purple sets. I shun defense on my primary build.
Generally, I run in big groups. And I'm always the high damage dealer of the group.
Recharge works like this...
Get to perma hasten. Stop. If not, build defense. Recharge is a mindset. If you are not of that mindset, it's absolutely useless to you. |
I slot 5 purple sets. I shun defense on my primary build. Generally, I run in big groups. And I'm always the high damage dealer of the group. |
But yes, first and foremost, your blaster is a weapon and your creed is DPS.
This.
Kinda this. I won't say "shun" defense so much as, you need not pay it mind. I built for perma-Hasten and defense but I didn't sweat the softcap. There's always Force of Nature and Eye of the Magus and PFF and insps for when I need them and the biggies are always ready by the time I need them again. But yes, first and foremost, your blaster is a weapon and your creed is DPS. |
A lot depends on whether you solo much. Decent defense (25-35% or so, don't need to softcap) makes a huge difference for soloing on medium difficulties (+1/x4 or so). If you have a crashless nuke then recharge can also help a lot since if you use the nuke every spawn you can generally fight larger crowds, but if you don't have a crashless nuke recharge does almost nothing beyond a certain point.
Once you have a good single target chain, more recharge will do little to help you improve DPS on hard targets since you're probably still using the same chain. Only if you add so much recharge that you can move up to a better chain does it help, for instance going from Flares -> Fire Blast -> Flares -> Blaze to Flares -> Fire Blast -> Blaze. And once you hit that higher chain you're done... you aren't getting Blaze -> Fire Blast even at the recharge cap.
Likewise, once you have your AoEs up every fight and maybe your targeted AoE up twice, do you really need more recharge? You're already wiping out the minions with AoE blasts... finishing off the Lts and bosses is more a job for your single target attacks.
Of course that's only while solo. In large teams there are generally more than enough bad guys to go around... the faster you can toss out AoEs the more you add to the team. But solo you just aren't going to need three fireballs on one spawn, unless for some reason you play at +4. What you do need is to stay alive long enough to take out a full spawn with no tank or controller mitigating their return fire... so unless you can wipe them out before they shoot (have I mentioned how much I love Rain of Arrows ) you are going to want some defense if you plan to up your difficulty much.
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
A lot depends on whether you solo much. Decent defense (25-35% or so, don't need to softcap) makes a huge difference for soloing on medium difficulties (+1/x4 or so). If you have a crashless nuke then recharge can also help a lot since if you use the nuke every spawn you can generally fight larger crowds, but if you don't have a crashless nuke recharge does almost nothing beyond a certain point.
Once you have a good single target chain, more recharge will do little to help you improve DPS on hard targets since you're probably still using the same chain. Only if you add so much recharge that you can move up to a better chain does it help, for instance going from Flares -> Fire Blast -> Flares -> Blaze to Flares -> Fire Blast -> Blaze. And once you hit that higher chain you're done... you aren't getting Blaze -> Fire Blast even at the recharge cap. Likewise, once you have your AoEs up every fight and maybe your targeted AoE up twice, do you really need more recharge? You're already wiping out the minions with AoE blasts... finishing off the Lts and bosses is more a job for your single target attacks. Of course that's only while solo. In large teams there are generally more than enough bad guys to go around... the faster you can toss out AoEs the more you add to the team. But solo you just aren't going to need three fireballs on one spawn, unless for some reason you play at +4. What you do need is to stay alive long enough to take out a full spawn with no tank or controller mitigating their return fire... so unless you can wipe them out before they shoot (have I mentioned how much I love Rain of Arrows ) you are going to want some defense if you plan to up your difficulty much. |
Build Up
RoTP
Nuke
TAoEs
Holds
Conserve Power
Hasten
8 Powers I want up asap. Every bit of regen up until perma hasten is important to me.
Defense? I have inspirations for that. I keep shields and blues in my pocket for that. Those are dirt cheap (free in my case) and not always necessary.
I have a pure defense build I'm working on just for soloing EBs and x8.
I use it once a month. Once my recharge build is complete, it will be soooo much cheaper to build for defense.
Where to now?
Check out all my guides and fiction pieces on my blog.
The MFing Warshade | The Last Rule of Tanking | The Got Dam Mastermind
Everything Dark Armor | The Softcap
don'T attempt to read tHis mEssaGe, And believe Me, it is not a codE.
Quote:
|
There's a 40+ blue-side tips mish w/waves of Malta coming after you. I used to wonder why some of my friends complained about soloing that mish w/squishy ATs until I tried it w/my high dam output (read, high rech), but almost no def blaster who'd just hit 40. Got pasted multiple times from the stupid sappers. Even going in w/insps, they run out as the waves are spread thin, and the #s aren't there to get more insps. Never, ever have a problem w/that mish on any of my high-def toons, blasters or otherwise.
An Offensive Guide to Ice Melee
On my Arch/Dev/Mun blaster, I have chased the highest recharge I can get out of the build without sacrificing what I consider useful/needed powers. And when it gets its Spiritual Core Paragon (tier 4 recharge) alpha incarnate slotted, I'll have Rain of Arrows recharging every 14.5s.
...but this blaster is as squishy as bug under your shoe. But in a team setting, I dish out a LOT of damage and have been know to steal aggro from tankers and scrappers. And this build was EXTREMELY expensive and is really only for me... does my team care if my rain of Arrows rech in 16.73s or 14.5s? No. But to me it's worth it and fun.
My DP/Mental/Mun blaster on the other hand, I built for survivability (and moderate rech). Even though I do not have softcapped def and only moderate resists in S/L... it is EXTREMELY survivable and I have no fear when I play it. I have no problems facing off one-on-one with AVs/EBs or playing at +1/+2 (x8). ...I can't do that with my Arc/Dev blaster. This defensive build was expensive, but no where near as much as my Arch/Dev's rech build.
(And I don't know why people say DP damage is bad... I am usually ahead of the tank and leveling the mob before the team gets there--or off on my own mob nearby and finishing an entire mob in roughly the same amount of time as the team).
Anyway... your "Holy Grail" for your blaster is whatever you want it to be (as in life too, I suspect ).... if you feel recharge will suit you best then go for it! if you feel defense is better then go for it instead.
This is currently my favorite set up for my ice/ice/cold:
Aim
Buildup
Icestorm
Blizzard
Pop a blue
Hibernate
Hasten
Kill whatevers left
Smile and laugh
Of course I can't do that every mob, but thanks to hasten and spiritual I can do it pretty often.
My archery/fire blaster is perma hasten with 28 ranged and about the same for S/L defense. I'm pretty happy with it solo, on teams I rarely have any problems. I have Nerve in my alpha as of now, but may change it to Muscular. Dead things don't hit back
Edit: BTW, it wasn't cheap!
@MARTy McFly
This is currently my favorite set up for my ice/ice/cold:
Aim Buildup Icestorm Blizzard Pop a blue Hibernate Hasten Kill whatevers left Smile and laugh |
Aim
BU
Blizzard
pop a blue
Ice Storm
Hibernate
Smile
This maximize the time Blizzard will be buffed by both Aim & BU.
An Offensive Guide to Ice Melee
I'm closing in on softcapped s/l/e and perma-hasten on my DP/MM. I doubt if I can get hasten to true perma, but being six or eight seconds off isn't a big deal really.
If it's a choice between rech and def, though, I think you're foolish to go for +rech as anything other than archery (and maybe AR.) Most blasters are going to spend significant time either in melee or with things shooting at you, and as OP notes, you can add a lot of defense at the cost of a small amount of functional recharge time.
@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)
I'm closing in on softcapped s/l/e and perma-hasten on my DP/MM. I doubt if I can get hasten to true perma, but being six or eight seconds off isn't a big deal really.
If it's a choice between rech and def, though, I think you're foolish to go for +rech as anything other than archery (and maybe AR.) Most blasters are going to spend significant time either in melee or with things shooting at you, and as OP notes, you can add a lot of defense at the cost of a small amount of functional recharge time. |
Death is a speedbump. And I rarely fall down. I'm only in melee when I choose.
Maybe it's not your playstyle, but it's not 'foolish'. Especially when teaming. Especially when you can use your second build for a cheap defense setup to use if needed. Especially when my role is damage.
I don't think building for defense is foolish. I know how it performs. I've done that. For me, I kill faster, make more inf, and have way less downtime with my recharge build.
Damage per second goes to zero when you die.
Most blasters get a ton of damage out of their secondary abilities, which means spending a decent amount of time in melee. Being in melee without having solid defense means you're likely to die.
OP's question isn't about cheap builds; it's not a decision between having a softcapped build with no recharge and a high recharge build with zero defense. And as OP discovered, moving from "high recharge blaster" to "recharge monster" doesn't deliver a ton of benefit. So why would you want to?
@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)
Damage per second goes to zero when you die.
Most blasters get a ton of damage out of their secondary abilities, which means spending a decent amount of time in melee. Being in melee without having solid defense means you're likely to die. OP's question isn't about cheap builds; it's not a decision between having a softcapped build with no recharge and a high recharge build with zero defense. And as OP discovered, moving from "high recharge blaster" to "recharge monster" doesn't deliver a ton of benefit. So why would you want to? |
Basically, why woulnd't you have ONE BUILD slotted for monster recharge when slotting another build for def is so cheap?
Look. It's a state of mind thing. You prefer defense. In certain circumstances, defense will out perform recharge. In other circumstances (like task forces) recharge will out perform.
I'm not sating you're wrong. You're not. But I sure as hell ain't wrong either. I've done both and know which does what. The OP's question has no answer.
Mostly because it works. There's more to staying alive than your Def%. Lotsa tools in the blaster kit to stay alive. I run about 15% def across the board and am still dropping in more and more sets for recharge. I'm not a recharge monster yet, but the tradeoff for a few ticks of def versus faster faster faster....
Basically, why woulnd't you have ONE BUILD slotted for monster recharge when slotting another build for def is so cheap? Look. It's a state of mind thing. You prefer defense. In certain circumstances, defense will out perform recharge. In other circumstances (like task forces) recharge will out perform. I'm not sating you're wrong. You're not. But I sure as hell ain't wrong either. I've done both and know which does what. The OP's question has no answer. |
You can have 60-80% in global recharge on top of soft-capped DEF to one position or two types (generally ranged or Smash/Lethal, sometimes both if you're very very crafty). That's before we talk about Hasten. If your content with some reasonably high DEF number below the softcap, then your recharge can go a good deal higher.
Without making fruit-loop build sacrifices, you're not going to get much more than about 100% in global recharge (before Hasten) on a build that concentrates on +recharge exclusively. Leaving aside for a moment that high-end +recharge sets tend to be very expensive on the market, this sort of build pays a high-premium opportunity cost for a very small practical benefit with respect to offense. And anything above 100% (which is the mark for perma-Hasten with three recharge IOs slotted) is even less valuable.
Your point about Task Forces is frankly mystifying. Yes, you're more likely to have your DEF buffed in a TF, but you could also have your recharge buffed. And though it's certainly true that you shouldn't have to soak aggro in TFs, it's nice not to faceplant instantly when things go wrong too.
Blasters are already specialized enough. They need every scant bit of general improvement you can give them to perform at the highest level. If dual builds are your preference, then that's fine, but most people don't want to bother with multiple IOed builds. In any case, you border on contradicting yourself when you talk about having a cheap build for DEF, because if it's truly cheap then it has balls for +recharge -- which means that you have two builds that are less effective than one build that mixes both together.
You're wrong in the general case. This isn't a shades-of-gray issue unless you engage in the wild flight of fancy that pits +recharge against DEF as if they were mutually exclusive.
You can have 60-80% in global recharge on top of soft-capped DEF to one position or two types (generally ranged or Smash/Lethal, sometimes both if you're very very crafty). That's before we talk about Hasten. If your content with some reasonably high DEF number below the softcap, then your recharge can go a good deal higher. Without making fruit-loop build sacrifices, you're not going to get much more than about 100% in global recharge (before Hasten) on a build that concentrates on +recharge exclusively. Leaving aside for a moment that high-end +recharge sets tend to be very expensive on the market, this sort of build pays a high-premium opportunity cost for a very small practical benefit with respect to offense. And anything above 100% (which is the mark for perma-Hasten with three recharge IOs slotted) is even less valuable. Your point about Task Forces is frankly mystifying. Yes, you're more likely to have your DEF buffed in a TF, but you could also have your recharge buffed. And though it's certainly true that you shouldn't have to soak aggro in TFs, it's nice not to faceplant instantly when things go wrong too. Blasters are already specialized enough. They need every scant bit of general improvement you can give them to perform at the highest level. If dual builds are your preference, then that's fine, but most people don't want to bother with multiple IOed builds. In any case, you border on contradicting yourself when you talk about having a cheap build for DEF, because if it's truly cheap then it has balls for +recharge -- which means that you have two builds that are less effective than one build that mixes both together. |
1. By the time I'm finished, my recharge intensive build will have about 15 to 20% defense and around 110% global recharge before hasten.
2. My defense build will have soft capped range def, and about 70% global recharge before hasten.
Now, with Alpha slots, I could bump that recharge up on the defense build and have a nice, steady, survivable high def high recharge build.
Or, I could have less def, higher recharge and alpha slot damage on the recharge build.
Both would have my optimal attack chain up, with a little hiccup in the def build.
But, my recharge build will also have...
1. AoEs up faster with much higer damage for the Alpha.
2. AIM and BU up much faster.
3. Nuke up much faster.
4. Access to purple insp.
Seeing as how there is no recharge insp, and I have cowloads of med and large purple insps, and I consider defense highly situational, I will elect for more damage, faster AoEs, nuke up more often...
15% positional def versus 30% = 1.5 in ten average hits avoided v 3 in ten avoided, with no guarantees.
So, I'll rely on things like bonfire, 3 holds, self rez, hover, stealth and speed, positioning etc.
I make about 10 mil an hour fighting 50 plus, not even considering IOset drops, and rare salvage. That's just selling the trash. I only die when I get silly. I can handle x 8 spawns with bosses.
When I feel like soloing an EB I'll use my defense build but for every day stuff, give me my recharge build. It's entirely an endgame build based on teaming, but I solo it about 2 hours a night, usually making about 20 mil in that time and with a few rares here and there if I'm lucky, I can pull 100 mil a night just from solo.
Teaming? Well, with the excessive amount of melee types in any group, I don't get aggro. When things go wrong, I pull back or pop a few purples. That is rare.
You play different. Great. Applause. But I do very well with how I play. I'm on Pinnacle with the same name as here. Look me up.
Okay.
1. By the time I'm finished, my recharge intensive build will have about 15 to 20% defense and around 110% global recharge before hasten. 2. My defense build will have soft capped range def, and about 70% global recharge before hasten. |
I don't know what power sets you're using; if you've mentioned them earlier in the thread then I apologize for not remembering, but mine was a generalization, and not a controversial one either. Your apparent, initial premise -- that going for mondo recharge is equally rewarding as going for DEF -- is an on-its-face falsehood for most players and most builds, but only because there is literally no build that can't have some measure of both, and from a purely numerical standpoint, the available IO +DEF bonuses are more beneficial, point-for-point, than the available +recharge bonuses beyond a certain, relatively easy-to-achieve, level.
That is even more true on a squishy AT with no mez protection. The ability to avoid anything that could, even for a split second, delay the delivery of more offense is not to be under-rated or under-sold.
Now, with Alpha slots, I could bump that recharge up on the defense build and have a nice, steady, survivable high def high recharge build. Or, I could have less def, higher recharge and alpha slot damage on the recharge build. Both would have my optimal attack chain up, with a little hiccup in the def build. But, my recharge build will also have... 1. AoEs up faster with much higer damage for the Alpha. 2. AIM and BU up much faster. 3. Nuke up much faster. |
4. Access to purple insp. |
15% positional def versus 30% = 1.5 in ten average hits avoided v 3 in ten avoided, with no guarantees. |
It's half as many hits, whether we're talking about mezzes, debuffs, or just generic damage powers. That's a significant difference.
So, I'll rely on things like bonfire, 3 holds, self rez, hover, stealth and speed, positioning etc. |
Honestly, I think we're all talking around in circles here about the DEF versus Recharge issue. All I take from your post is that you love your Blaster more than other people might love any one particular build, which is great.
Okay.
1. By the time I'm finished, my recharge intensive build will have about 15 to 20% defense and around 110% global recharge before hasten. 2. My defense build will have soft capped range def, and about 70% global recharge before hasten. Now, with Alpha slots, I could bump that recharge up on the defense build and have a nice, steady, survivable high def high recharge build. Or, I could have less def, higher recharge and alpha slot damage on the recharge build. Both would have my optimal attack chain up, with a little hiccup in the def build. But, my recharge build will also have... 1. AoEs up faster with much higer damage for the Alpha. 2. AIM and BU up much faster. 3. Nuke up much faster. 4. Access to purple insp. Seeing as how there is no recharge insp, and I have cowloads of med and large purple insps, and I consider defense highly situational, I will elect for more damage, faster AoEs, nuke up more often... 15% positional def versus 30% = 1.5 in ten average hits avoided v 3 in ten avoided, with no guarantees. So, I'll rely on things like bonfire, 3 holds, self rez, hover, stealth and speed, positioning etc. I make about 10 mil an hour fighting 50 plus, not even considering IOset drops, and rare salvage. That's just selling the trash. I only die when I get silly. I can handle x 8 spawns with bosses. When I feel like soloing an EB I'll use my defense build but for every day stuff, give me my recharge build. It's entirely an endgame build based on teaming, but I solo it about 2 hours a night, usually making about 20 mil in that time and with a few rares here and there if I'm lucky, I can pull 100 mil a night just from solo. Teaming? Well, with the excessive amount of melee types in any group, I don't get aggro. When things go wrong, I pull back or pop a few purples. That is rare. You play different. Great. Applause. But I do very well with how I play. I'm on Pinnacle with the same name as here. Look me up. |
As the new incarnate content is showing, building for defense isn't good in many cases, so having a second build with recharge is phenomenal. Blasters rely on destroying targets ASAP if they have no defense to lean on. This is where a second build with recharge is nice.
It doesn't take much to have two IO builds, but each person's comfort level varies I suppose.
I've been tweaking my alpha build for my DP/Em blaster.
I came across something that never dawned on me.... in some of my most expensive builds there is an obvious price in influence but also a secondary cost of my defense. My Defense, especially positional, gets very low with purple slotting.
BUT I found a way around this. Next step.... see how awesome I could become with purple slotting for recharge.
My goal was to take my piddly 139% Recharge blaster, and turn him into a 175% recharge monster. How amazingly expensive would this be? Well I find I can do it with 4 sets of purples.
You figure out the influence.
But the funny thing is all this time I've been thinking this is the Blaster holy grail. Is it not?
Then I looked according to Mid's with my Uber recharge build, I can get my nuke up every 35.86 seconds!
According to mid's with my 'cruddy' no purple build, I can get my nuke up every 36.51 seconds.
Am I missing something or is the message here that I would be paying a few billion influence for about a second of recharge?
Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)