DP/??


Come Undone

 

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What is a good secondary and build for a dual pistols blaster?


 

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I've found that Psy works wonderfully with it.


 

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Psy worked well for me. /Ice is working better in the mid-levels. The fairly powerful -recharge really helps and there's no knockback on the blaps mucking up the AoEs. I expect Chilling Embrace will make for a much more survivable Hail of Bullets as well


 

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I'm a fan of /MM and either /elec or mu for APP/PPP, reasoning being that it covers the most damage types. Infact, with sands, nem staff and blackwand my DP has an attack for any weakness a foe may have. MM also has drain psyche to help survive HoB's animation time and scream and shockwave help fill out an AoE attack chain nicely imo.


Quote:
Originally Posted by BackAlleyBrawler View Post
That...was a Herocon 09 exclusive easter egg. The powerset will not have doves associated with it.

Namely because you guys would want to color tint the damn doves, or make them hawks/ravens/flying sharks/etc and that's just a headache I do...not...want...to deal with.

 

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I like my DP/MM a lot. Lock em down and shoot em all!


 

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DP/EM/elec

Boost range + build up + cryo rounds = unfair to mobs trying to get to you before you gun them down, wiped out whole spawns with an attack chain that way and barely get touched (if at all). And anything that does get close gets blapped in the face by the energy melee attacks. Plus boost range makes HoB that much deadlier

Elec gives you an extra hold to stack with special ammo suppressive fire, another cone to pair with boost range and empty clips, all important energy resists over just S/L. Not to mention with surge of power and a few purples you'll be an EB soloing machine. Did most of Maria Jenkins Arc by myself that way.

It's a perfect blaster imo, damage and lots of it from any range and enough survivability to pull it off without having to resort to defense IO sets.


 

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Quote:
Originally Posted by Dragonkat View Post
DP/EM/elec

Boost range + build up + cryo rounds = unfair to mobs trying to get to you before you gun them down, wiped out whole spawns with an attack chain that way and barely get touched (if at all). And anything that does get close gets blapped in the face by the energy melee attacks. Plus boost range makes HoB that much deadlier

Elec gives you an extra hold to stack with special ammo suppressive fire, another cone to pair with boost range and empty clips, all important energy resists over just S/L. Not to mention with surge of power and a few purples you'll be an EB soloing machine. Did most of Maria Jenkins Arc by myself that way.

It's a perfect blaster imo, damage and lots of it from any range and enough survivability to pull it off without having to resort to defense IO sets.

Pretty sure PBAOE attacks ignore any sort of range buff, and thus HOB will always hit things in a radius of 25 around you.

Ill post another for DP/MM. If you wanted to make a DP scrapper this is probably the way to do it.

Some MM battle tactics for team play:
Run in with tank (be sure to have high def), Concentration, Drain Psy, HOB, psy shockwave, bullet rain on the bosses, clean up with single target attacks.
Either you are dead, or you have full HP/End at the end.

If HOB is not up play as a normal ranged blaster with 3 cones and one AOE. Save concentration for HOB since they should both recharge about the same time.

Solo -
WOC is nice, but dont expect too much until you put the purple in it.


Bots/Traps Guide for I19.5
RO Network

 

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Another vote for DP/MM. Mine is /scorpion, just because scorpion shield is such a ridiculous typed shield, but if you weren't as gung-ho for defense as I am you could go another route.

I think DP/fire could be a lot of fun also, just in terms of pumping out raw damage.


@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)

 

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I personally don't like pairing MM with weapon sets because of the redraw. It sounds weird at first that I like EM with it, but EM can chain well with itself, or be used before a fight. MM doesn't work quite as well like that, at least in my experience with it. But go with what makes sense for you character, that's what matters most, I would say.


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

 

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Quote:
Originally Posted by Grey Pilgrim View Post
I personally don't like pairing MM with weapon sets because of the redraw. It sounds weird at first that I like EM with it, but EM can chain well with itself, or be used before a fight. MM doesn't work quite as well like that, at least in my experience with it. But go with what makes sense for you character, that's what matters most, I would say.
Very good points, Grey Pilgrim!

I went /MM for one reason: because I'm a huge fan of over the top, style before substance, Hong Kong Blood Opera, "One shot one kill? Pointless crap! Give me one case, one kill violence any-day!", bullet-time style A- and B-Action movies, and DP/MM fits the bill for me. YMMV of course


 

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It all depends on your particular playstyle.

If you prefer staying at range with your blaster:

- /Energy is very good for blasters at range, especially with the Boost Range power. I have a DP/EM/Force and he is a beast at range--but I have to be careful when I go into melee for HoB.

- /Ice can also be good if you like this secondary (i do not, but many do)--it gives decent mitigation and stacks well with cryo rounds.

- /Devices can be good for a ranged toon if you like the unique playstyle it presents. It also themes well with DP. Setting an ambush of Trip Mines and HoB at the same time can be devastating.

If you like being in melee range with your blaster:

- /Mental is my favorite (I built my DP/MM to be very sturdy and to be in melee all the time.) /Mental has numerous PBAOEs that go well with HoB and provides buff and minor damage mitigation with WoC (better with the purple set as Mephe stated) and the minor stun from Psy Shockwave (for mins if you don't outright kill them).

- /Fire is very good too for being in melee--several PBAOEs here too. Hot Feet has a huge range and foes to tend to run away from you (thus providing a little bit of mitigation); Fire Sword Circle is one of my favorites and does decent damage to follow up or pre-empt HoB; and Consume is always handy for refilling your blue bar too. This also themes well with thet Fire APP set.

- /Electric has good PBAOEs like /Fire... Lightning field, Thunderstrike (for KB and stun), Lightnig Clap (for more KB and stun), Power Sink. And this goes well with the Electric APP set.

- Pool Powers suggestions that can be helpful for melee-based blasters (in no particular order): Tough, Weave, Maneuvers, Intimidate/Invoke Panic, Heal Self, Phase Shift, Combat Jumping (immob prot), Acrobatics (hold/KB prot).


 

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Quote:
Originally Posted by Grey Pilgrim View Post
I personally don't like pairing MM with weapon sets because of the redraw. It sounds weird at first that I like EM with it, but EM can chain well with itself, or be used before a fight. MM doesn't work quite as well like that, at least in my experience with it. But go with what makes sense for you character, that's what matters most, I would say.
Well, until they put in Dual Pistol Manipulation, you'll have redraw on all the secondaries. Yes, some have less than others (like /EM or /Dev), but you're going to have to deal with it. And besides... you at least look cool redrawing and twirling your pistols (unlike Arch or AR that only draw them from your... invisible back holster?).

Honestly, I was also concerned with the redraw issue with my DP/MM blaster, but actually, it's not that big of deal. I still level mobs before the tank and team show up and I look cool doing it (imo) .


 

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Quote:
Originally Posted by Frozen_Burn View Post
Well, until they put in Dual Pistol Manipulation, you'll have redraw on all the secondaries. Yes, some have less than others (like /EM or /Dev), but you're going to have to deal with it. And besides... you at least look cool redrawing and twirling your pistols (unlike Arch or AR that only draw them from your... invisible back holster?).

Honestly, I was also concerned with the redraw issue with my DP/MM blaster, but actually, it's not that big of deal. I still level mobs before the tank and team show up and I look cool doing it (imo) .
My point was more how the two secondaries work, not that EM does not cause redraw. MM has more powers that you want to use at random times in the fight (ranged aoe, etc.), whereas EM's are used either before the fight (Boost Range and Build Up) or chained during a fight (melee attacks).

That's just from what I see of the powers and how I work with them in a fight, and I do have characters with both.


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

 

Posted

Quote:
Originally Posted by Frozen_Burn View Post
- /Energy is very good for blasters at range, especially with the Boost Range power. I have a DP/EM/Force and he is a beast at range--but I have to be careful when I go into melee for HoB.
To borrow this thread rather than start a new one: I assume Power Boost from /Energy buffs the slow from Cryo rounds. Does it buff the -Damage from Chemical Ammo as well?


 

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I like pairing DP with Dark or Traps because the whole selectable secondary effect gimmick works better on ATs that have secondary effects strong enough to notice.

But on a Blaster I'd suggest /Energy if you like staying back at range (Boost Range is nice for Empty Clips and Executioner's) or if you want to play a "guns and martial arts" gun-fu type (adjust the /Energy attacks colors to the dimmest you can find and it looks more like normal punches than any other secondary). If you prefer getting up close and personal then /Electric can be good and /Mental is always nice... just be aware that you're going to lose a fair amount of damage to redraw unless you group up your attacks, such as opening up with your pistol AoEs and then switching to melee to mop up. I would not advise alternating back and forth between pistol and secondary attacks unless you just really like that fancy draw animation.

For the totally suicidal, /Fire could be nice. Jump into a spawn with your auras going, hit Bullet Rain or Hail of Bullets, and go nuts with fire PBAoEs... though Fire or Rad primaries really work better for that unless you get insane recharge and use HoB every fight.

Oh, and I don't believe Power Boost has any effect on -damage effects. I don't think any buff does.


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

 

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Has anyone done a build for a DP/Fire/Munitions toon? I am messing around with one and would love to see a good build and/or advice.


 

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I've seen DP/EM do amazing things. I know this is the blaster forum, but I am a big fan of my DP/KIN corruptor. Since we all seem to be fans of DP, perhaps some of you would be interested in joining my new dual pistols super team on Freedom?