If you wanted to make a killing machine which blaster powersets would you pick?


Another_Fan

 

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I want a blaster that is a killing machine. Which powersets would you recommend for this?


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Fire/Fire/Fire for me softcapped to S/L. Everything dies in my presence quickly and horribly. Two damage auras, tons of aoe and PBAOE, great single target. With a troller, you can burn away too or for avs. This is the ultimate damage machine, but also steals aggro from the best tanks,so you should play up some defense in addition to your recharge/damage bonuses, so it's gonna cost ya.

Archery/NRG or Fire/NRG or Fire/mental are all tied for my second choice.


 

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It depends... do you want to be able to mow down large hordes solo or just apply a ton of damage on a team? If you are solo the main consideration isn't damage output, it's survivability... your DPS is zero while you suck floor and Rise of the Phoenix can only be up so often. For soloing I'd recommend a high recharge Archery/Energy or Archery/Mental Blaster; you can open up with Aim or Build Up + Rain of Arrows and wipe out the minions before they ever get to attack. A S/L softcapped Fire/Mental can also do a ton of AoE damage and get very nice regen from Drain Psyche, but you're going to be limited on what you can fight without seriously turning down the difficulty because non-S/L attacks (especially mezzes) are going to be killers in large numbers.

On teams, you hopefully won't have to worry about eating alpha strikes or getting massive aggro so it's all about damage. Nothing does massive damage like Fire, so a Fire/Fire Blaster (or a Fire/Mental if you want slightly less AoE but more mitigation) is a great choice. And as a bonus, Fire also does huge single target damage so you'll still be dishing out a ton of pain on AVs.


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Quote:
Originally Posted by Firebeam View Post
I want a blaster that is a killing machine. Which powersets would you recommend for this?

Its very very situational and it depends on how much you are willing to spend.

You need to ask your self some questions first.

The 0th question why Blaster ? Blasters can do damage but they aren't the death dealers in this game. This hasn't gotten better lately either. If you want to off like a completely out of control psychopath laying waste to the countryside you have other choices that do a much better job of it.

If you are still hankering for a blaster , your first question should be what do you want to fight. Your next question is what is it weak to and what kind of damage does it do.

Then you pick. As was pointed out above enemies that do S/L are popular, its possible with some sacrifice to make a reasonable build that performs acceptably without spending more than it will ever earn back. If you go that route, you are going to be mowing down freaks, battle maiden warriors, and demons. These groups all do S/L damage and their mez effects are either carried on a S/L vector or they just do knockback. They aren't particularly resistant to anything so you can pick your blast type for whatever you feel you like. Your build is going to crumble like a poltician's promises when you face any size spawns of other enemy groups.


Your next question is up close or ranged ? Up close you have secondaries like fire manipulation or electric manipulation, ranged you favor ice, If you want a mix you can go mental or energy. If you want to go in close most primaries favor range but you can go rad or pick a primary with lots of targeted aoes like fire to combine it with. If you are going ranged and really want to kill hordes quickly, Archery, Assault Rifle, and Fire are all top of the heap.


 

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Quote:
Originally Posted by Firebeam View Post
I want a blaster that is a killing machine. Which powersets would you recommend for this?
Straight up max-damage kill-em-all "Watch-the-EB-melt" blast-tasticness?

NightSable hit it on the head. Fire/Fire/Fire (SHUT UP BEAVIS!)



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Posted

Fire/Fire/Fire... hands down. But, you'd be joining a large swath of fire/fire/fire blasters with a 7 year jump on you. You'd be like the little brother that never quite made daddy proud.

I'd say Ice/Energy, but I'd be lying. Just to prove a point.


 

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My reason for Fire/Elec (fire/elec/elec, at high enough levels) over Fire/Fire (or fire/fire/*) is this:

The fight isn't over until the last person on one side drops. So what you need is both broad damage [to wipe out lots of minions] and deep damage [to drop lieutenants and bosses.

Fireball/Firebreath, with neither aim nor build up, is already enough to wipe out even-con minions in about four seconds. [You can add the cone from the Electric epic in the late game; however, it was often my experience that I spent a lot of time hitting "tab" trying to find a target for that third AOE.] You can kick that up to +1 or +2 with one or both of the damage boost powers. So Fire Blast has pretty much all the AOE you need. The Fire secondary has a lot of AOE but most of it is to start damaging, slower to finish damaging, and puts you in melee range with little mitigation.

The Elec secondary has a lot of fast, hard-hitting single-target damage. [So does Energy; my preference for Elec is mostly that the animations are prettier. ] So when you've wiped out the minions and you have some half-dead lieutenants and a fairly healthy boss or two, you need to drop those individuals before they drop you. You can run in and throw two roughly-Blaze-level attacks [Charged Brawl/Havoc Punch] and be running back out of melee range in about two and a half seconds. I don't remember the exact timing, but I think a Fire/Elec can drop a single +2 boss in something like twelve seconds, if they're not particularly resistant to those damage types.


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Quote:
Originally Posted by Fulmens View Post
My reason for Fire/Elec (fire/elec/elec, at high enough levels) over Fire/Fire (or fire/fire/*) is this:
To add to his reasons... I dislike making anything that has only one primary damage type. With a fire/fire/fire, if you start fighting fire resistant mobs, you're hosed. Sure you have some lethal or smashing components in /fire/, but there's nothing like a Havoc Punch to someone that doesn't feel fire damage.

Choosing a set with that second damage type gives you some important latitude.


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Quote:
Originally Posted by Dechs Kaison View Post
To add to his reasons... I dislike making anything that has only one primary damage type. With a fire/fire/fire, if you start fighting fire resistant mobs, you're hosed. Sure you have some lethal or smashing components in /fire/, but there's nothing like a Havoc Punch to someone that doesn't feel fire damage.

Choosing a set with that second damage type gives you some important latitude.
How many fire resistant mobs do you think are out there? I can think of 2-3 on the top of my head.


 

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Originally Posted by NightSable View Post
Fire/Fire/Fire for me softcapped to S/L. Everything dies in my presence quickly and horribly. Two damage auras, tons of aoe and PBAOE, great single target. With a troller, you can burn away too or for avs. This is the ultimate damage machine, but also steals aggro from the best tanks,so you should play up some defense in addition to your recharge/damage bonuses, so it's gonna cost ya.

Archery/NRG or Fire/NRG or Fire/mental are all tied for my second choice.

I totally agree with Nightshade and Hyperstrike. I have several Blasters and they all do well but for sheer fire power my Fire/Fire/Fire has the most damage output. I did a quick tally on all her averages for a single attack and running through the attack chain once had me at over 3000 Hitpoints of damage.


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Quote:
Originally Posted by Wicked_Wendy View Post
I totally agree with Nightshade and Hyperstrike. I have several Blasters and they all do well but for sheer fire power my Fire/Fire/Fire has the most damage output. I did a quick tally on all her averages for a single attack and running through the attack chain once had me at over 3000 Hitpoints of damage.

Aim+Build Up+ Rain of Arrows+16 targets =10000 + points of damage

Build up + Full Auto + 10 targets = 4000+ points of damage

Build up + Hail of bullets + 16 targets = 9000+ points of damage.


 

Posted

Quote:
Originally Posted by Dechs Kaison View Post
To add to his reasons... I dislike making anything that has only one primary damage type. With a fire/fire/fire, if you start fighting fire resistant mobs, you're hosed. Sure you have some lethal or smashing components in /fire/, but there's nothing like a Havoc Punch to someone that doesn't feel fire damage.

Choosing a set with that second damage type gives you some important latitude.
While Fire Tarantulas do take an extra hit or two, I have never been hosed against fire resistant mobs. Dra'gon dies just fine (although his AoE incinerate has hosed me even through 65% fire resists). Infernal is a wuss. I had trouble with that EB Castle in AE, but once I got an ally to keep me alive he died just fine.

That said, Fire/Elec is an extremely strong choice. The single target damage on top of the AoE damage on top of some control on top of Power Sink makes it very, very good.


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Posted

Quote:
Originally Posted by Dechs Kaison View Post
With a fire/fire/fire, if you start fighting fire resistant mobs, you're hosed.
I think you overstate the severity of the problem.
Yes, damage output is reduced by resistance. As a blaster you're STILL putting out phenomenal amounts of it though.

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Posted

Most of the folks here are saying Fire/Fire/Fire and build for S/L defense but I have to say that my Rad/Fire/Mace out does my Fire/Fire/Fire by a fair amount. I would recommend that instead.


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For out and out damage I would have to say Fire/Fire as well.
But for if you sacrifice a little bit of that damage and go with /Ice instead you'll get a ton more mitigation! Late game nothing can touch you as you melt everything in sight!


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Fire Blast is the best for straight up killing things. However, with my play style which is large teams only(with the occasional solo tips), I find Sonic Blast often has a slight edge due to the -res component. This is particularly the case in those pesky long AV battles.

/Mental is superior to /Fire IMO, because /Mental's AoE heavy hitters usually hit more enemies, and you get access to Drain Psyche. Keep in mind this is also dependent on play style.


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For me, being a Blaster means being away from the mob I wanna kill. Go with Fire/Fire if you want. But if you wanna have fun AND kill large amounts quick, Arch/NRG hands down. With the Cardiac boost range incarnate and boost range in NRG, my snipe hits (with sweet dam) from almost a freaking football field away! It is too fun.

And remember, anybody who tells you one shotting an opponent is overrated, CAN'T one shot an opponent.


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My Fire/Fire/Fire does absurd damage to everything ever always, but isn't nearly as bad-*** about it as my AR/Energy/Munitions.


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Have not played fire but I recently completed the build on my newest toon, an Archery/Energy/Cold. Perma-haste and soft capped S/L. 65' Stealth w/Super Speed + Celerity Stealth (see cone length below.) Cold lets me soft-cap with minimal slots. I think he beats my Rad/MM/Cold.

Just 1 purple set, Ragnarok in Rain of Arrows, Fistful of Arrows has the Positron 5 slotted with the range booster and with a lvl 50 Range IO in the 6th slot so you get a 70.65' Cone (with Boost Range [also perma] and a 100' cone it is Huge - if centered it seems to match the area of RoA) then Explosive Arrow to finish.

At present with a Tier 3 - 45% Spiritual the build can start an Aim + Build Up + RoA-FF-EA chain every 26 sec (Aim and BU are the limiters RoA is up in 16 sec.) This 1291 points of damage/mob ALL arrives in about 3 seconds. If more than 1 target is left, well FF recharges in 2.4 and EA in 4.52 so you can follow up with 2 more AOE almost at once. In game I am finding I usually just have to put a Blazing Arrow or two into the Boss and move on.

I think the non-crashing nuke has to offset most of the problems with mob S/L damage resistance, and I am extremely happy with this guy.

Jak


 

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Quote:
Originally Posted by Le Blanc View Post

And remember, anybody who tells you one shotting an opponent is overrated, CAN'T one shot an opponent.
It's probably not as easy as pressing one button.


 

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If you're rich, Fire/Mental/*. Can't really beat having a semi-crashless Inferno up every other mob (or every mob...). (By semi-crashless, I mean, Drain Psyche can more than negate the -Recovery from Inferno.)

If you're *less* rich... Rad/Fire/Pyre. Seriously. Aim>Build Up>Atomic Blast>pop a blue>Consume on the NEXT mob, because more than likely, nothing will be left unless you were over the target cap. When Atomic Blast is down... Aim (or Build Up)>Irradiate>Fire Sword Circle>Burn>Neutron Bomb>(assuming anything is left at this point...)Combustion>Bonfire.

Or, just roll a Shield/Dark/Pyre Tank, invest 2B in IO's, and call it a day. >.>