Fire/MM - Regen Blaster?


Another_Fan

 

Posted

Building up a fire/MM blaster and just have a few questions that I havent been able to find answers for.

Does this concept work and increase survivability a decent amount?

Does Drain Psyche add its +Regen bonus in full for each target hit, or is it reduced after the first target?

Is there any way to build up Drain Psyche to be near perma?

Anything else I should know before building this regen blaster would be great. I was thinking of making a fire/device when I made this, de to the thought that a toe bomber would have more survivability but I ended up going with MM instead, just hoping I dont regret it later on.


 

Posted

Got a level 41 DP/MM blaster. In mids with 145% global recharge and 74% recharge in drain it recharges in 37 seconds and lasts for 30. It also stacks that 140+% regen per mob hit with 97% heal.

But in practice I have noticed...
without an active breakfree, I often get stunned trying to position myself in the big
spawn.
the radius is so small that getting more than 4 stacks is rare.
mobs are dying so fast that some times I only get 1 or 2 stacks.
the 30 second recharge requires you to hang out in melee range to be effective. This minimizes the usefullness of your cone attacks. It also makes psy shockwave and world of confusion very important powers.
The more def you have the better it all works, which also means the less you really need it.
Its a great way to get back all your endurance, even without endmods in the power.

If you want survivability.... probably best to get Fire/Traps corruptor or a Huntsman/Crab. A blaster can use lots of IOs to get some nice def, but in the end its usually comes down to cranking out damage faster than incoming damage to kill you. Mez is also a major pain.


Bots/Traps Guide for I19.5
RO Network

 

Posted

Thanks for the info, I guess it's toe bombing for me then lol. It's pretty exciting anyway


 

Posted

Taking your questions one at a time

Quote:
Does Drain Psyche add its +Regen bonus in full for each target hit, or is it reduced after the first target?
Yes you get full bonus and you can easily get max regeneration for a blaster which is around 110 hp/sec depending on the details of your build.
.


Quote:
Is there any way to build up Drain Psyche to be near perma?
On paper yes. As a practical matter you need a mob next to you to use it.

Quote:
Does this concept work and increase survivability a decent amount?
It works but you have to marry it with high defense or some sort of aggro control or other mitigation. Remember to use it you have to surround yourself with mobs. If you are alone you will aggro the spawn you are standing in with your drain psyche. You are going to eat their alpha before your regen kicks in to help you.

Things you should know ?

Its great for its -regen. If you are fighting avs and have it near permanent you can floor the avs regen and do nearly as much damage with it as you do with your attacks.


 

Posted

Quote:
Originally Posted by Fulmens View Post
You've got three quick AOEs, you can drop ten +2 minions in six seconds with no buffs, you should be fine with that.

EDIT: I meant "That build should work for you if used correctly", not "If you don't like this the problem is you."
If you did what you had to, to get drain psyche maxed on targets, you won't last 6 seconds without further mitigation.


 

Posted

Quote:
Originally Posted by Mephe View Post
Got a level 41 DP/MM blaster. In mids with 145% global recharge and 74% recharge in drain it recharges in 37 seconds and lasts for 30. It also stacks that 140+% regen per mob hit with 97% heal.

But in practice I have noticed...
without an active breakfree, I often get stunned trying to position myself in the big
spawn.
the radius is so small that getting more than 4 stacks is rare.
mobs are dying so fast that some times I only get 1 or 2 stacks.
the 30 second recharge requires you to hang out in melee range to be effective. This minimizes the usefullness of your cone attacks. It also makes psy shockwave and world of confusion very important powers.
The more def you have the better it all works, which also means the less you really need it.
Its a great way to get back all your endurance, even without endmods in the power.

If you want survivability.... probably best to get Fire/Traps corruptor or a Huntsman/Crab. A blaster can use lots of IOs to get some nice def, but in the end its usually comes down to cranking out damage faster than incoming damage to kill you. Mez is also a major pain.
All good points although getting stunned before you even get in position is easily rectified, at least solo. Get full stealth through a combo of two of SS/Stealth/Stealth IO. I have stealth and a stealth IO on my Rad/MM and run into the middle of most mobs and sit there a couple of seconds until a few of the critters get confused. It does not aggro. Then I let loose. Helps mitigate some of the alpha. I find WoC is a very underrated power and I don't even have it purpled yet. As a rad/MM I'm going to be in melee a lot anyway.

On a team, I can see being caught by AoE stuns being thrown about, unless you're the first to run in....

Basically though, the regen alone isn't going to be enough to make you feel super tough, it is just another layer that if you add to some decent defense and controls...then becomes very nice. And as stated, it's -regen is a wonderful debuff no other blasters get.


 

Posted

i run a rad/mm soft-capped to s/l. i do keep a few bf's stocked just in case, but i find the def keeps most of the mez off of me.

the regen is nice, and stacked with def helps survivability. i get 100-120 hp/s, for 30 out of 40s. any damage i took hopping into the spawn is repaired. this power is a lot easier to use solo than on full teams; sometimes too much of the spawn is dead by the time i fire it off.

i spec'd out of WoC, didn't find it terribly useful, ymmv.

edit:also, a target capped DP will provide enough recovery to overcome a nuke crash.