All range Energy/Energy Blaster on a budget


Arcanaville

 

Posted

I've been playing my ENG/ENG since release or so. Recently he's been my go-to character. I'm really enjoying him.

I've invested about 10 million in him at level 47 and I feel like I'm doing well. I'm a weekend warrior player with just under about 67 million influence to my name. As such I have to rely on Merits and such if I ever hope to have several full sets of Thunderstrike.

At the moment, my goal is affordable Ranged defense. I'll probably never be able to softcap and that's fine. I just want an appreciable amount. Something I can cap/near-cap with a purple inspiration.

I've used multiple sets of Kinetic Crash to achieve some recharge bonuses and have reached my goal of perma Boost Range. My attack chain is somewhat smooth, I feel mostly satisfied with it. With the late game abundance of slots I've gotten a few damage bonuses just for laughs.

I have Bone Smasher as my single melee attack and I'm considering going with Total Focus instead. Same with my ranged attacks I'll have to slot it cheap until Merits rain down on me.

Is there anything I should shoot for/change on this sloppy and unconventional poor person build? Am I going to have to sit tight and wait for Thunderstrike sets to achieve my Ranged Defense?

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Sci Fi Issue 20: Level 50 Science Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15), Thundr-Acc/Dmg/Rchg(19)
Level 1: Power Thrust -- ExStrk-Acc/KB(A), ExStrk-Dam%(39), ExStrk-Dmg/KB(50)
Level 2: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Energy Torrent -- KinCrsh-Dmg/EndRdx/KB(A), KinCrsh-Dmg/KB(5), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(19), KinCrsh-Rechg/EndRdx(36), KinCrsh-Acc/Dmg/KB(37)
Level 6: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Dmg/EndRdx/Rchg(17)
Level 8: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(40)
Level 10: Bone Smasher -- Stpfy-Acc/Stun/Rchg(A), Stpfy-KB%(21), Stpfy-Acc/Rchg(21), Stpfy-EndRdx/Stun(23), Stpfy-Acc/EndRdx(23), Stpfy-Stun/Rng(37)
Level 12: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(36), AdjTgt-Rchg(40)
Level 14: Hover -- DefBuff-I(A), Srng-EndRdx/Fly(34), Flight-I(37)
Level 16: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(43), ExStrk-Dam%(50)
Level 18: Tough -- ResDam-I(A)
Level 20: Power Push -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(48)
Level 22: Weave -- DefBuff-I(A), DefBuff-I(34), DefBuff-I(34)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 26: Explosive Blast -- KinCrsh-Dmg/EndRdx/KB(A), KinCrsh-Acc/Dmg/KB(27), KinCrsh-Rechg/EndRdx(27), KinCrsh-Acc/KB(29), KinCrsh-Rchg/KB(29), KinCrsh-Dmg/KB(31)
Level 28: Power Boost -- RechRdx-I(A)
Level 30: Conserve Power -- RechRdx-I(A), RechRdx-I(40)
Level 32: Aid Other -- Heal-I(A)
Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(42)
Level 38: Aid Self -- H'zdH-Heal/Rchg(A), H'zdH-Heal(39), IntRdx-I(39)
Level 41: Personal Force Field -- DefBuff-I(A)
Level 44: Repulsion Bomb -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(45), KinCrsh-Rchg/KB(45), KinCrsh-Rechg/EndRdx(45), KinCrsh-Dmg/EndRdx/KB(46), KinCrsh-Acc/Dmg/KB(46)
Level 47: Force of Nature -- RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
Level 49: Nova -- Dmg-I(A), Dmg-I(50)
Level 50: Musculature Boost
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(42), EndMod-I(42)
Level 4: Ninja Run

A note on playstyle. I'm a very considerate player. I blast from above and try to avoid being the annoying "Knockback guy". As such I rarely use anything but the first three blasts, torrent and the occasional Repulsion Bomb.

Thanks for looking.


You know, just to throw this out there - I had a whole mess of crepes this morning. They're just like pancakes, maybe even better.

 

Posted

Since I posted this, I got a Respec Recipe drop in a radio mission while solo. So, that should help with the whole Thunderstrike thing. This is the latest in a string of what I would consider lucky drops but it reminded me of a few questions I forgot to include in my initial post.

Is there a good place for a Chance for Recharge and a Chance for End Mod in my build? I also have a Luck of the Gambler on another seldom played character I could pull over to this character.

I've often seen the Chance for End coupled with two regular IO's. I don't really have a problem with endurance so that seems feasible to me.

Any advice on that front?


You know, just to throw this out there - I had a whole mess of crepes this morning. They're just like pancakes, maybe even better.

 

Posted

Remember, your budget also needs to include kegs of beer. BIG ONES. Since you have to play the "We don't want no STEEENKIN' knockback!" drinking game.

Basically any time anyone cries or gives you any grief about KB (even if you're not slotting for extra amounts of it), you have to take a drink.

Then we see what hits the floor first in a mission. You or your blaster.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

LOL

I wager it'd be me. I haven't had a drink in years and I play really cautious.

I even got a tell from a team leader after a marathon of missions: "Damn, I didn't have to rez you once!".

I do cut loose when I solo. When teamed I don't wanna be the guy that pulls the whole room. I have to be especially careful with Boost Range perma'd!


You know, just to throw this out there - I had a whole mess of crepes this morning. They're just like pancakes, maybe even better.

 

Posted

You can't go wrong with Thunderstrike. Good ranged defense, some Energy defense (helps a bit with a lot of stuns), accuracy, and recovery bonuses... it's pretty much the best set for ranged attacks unless you have a special purpose build. And best of all it's actually pretty cheap, especially if you go for mid-30s to low 40s IOs instead of 50s so the crafting costs are lower. If inf is an issue, there's a very simple trick:

1) Run tips and morality missions until you have two hero merits. (Should take 4 days, you can speed through them fast.)

2) Use those two hero merits to get a LotG +recharge recipe.

3) Craft the LotG and sell it for 100+ mil.

That should get you pretty much everything you need for a lower-end build or give you a good start on a mid-range one. Also, level 50s make a ton of inf just through normal play so you should be able to scrape up a quarter billion or so in a few weeks even playing casually, especially if you do tips. You can also use hero merits to grab any rare recipes you can't afford, like recovery uniques or LotGs or even just expensive, hard to find rares like the LotG defense IO.

As far as the build itself goes, I'd change a couple of things but it looks decent overall. You'll want a KD protection IO... I'd put a Karma -KB in Hover instead of the defense IO because that is only giving you about 0.4% defense, which is pretty much meaningless. I'd also replace the Stun IO set in Bone Smasher with a damage set since it's one of your best attacks... 6 Mako's will also give you ranged defense while also boosting your damage. They're kind of expensive but again, nothing some hero merits (or normal merits if you run TFs) can't handle. Also, you probably won't be running Tough with only one slot in it (it's of questionable worth on Blasters fully slotted) so I'd drop a Steadfast 3% defense IO in it instead of a resist. They aren't cheap but they aren't that expensive either... selling one LotG can probably get you one and a full Thunderstrike set or two (or more). And Weave needs some endurance reduction... I'd go with a Serendipity Def/End IO, a Red Fortune Def/End IO, and a generic defense IO. All defense set IOs are a bit pricy but those are some of the cheaper ones and they shouldn't need rare salvage.

Finally, you have a couple of things overslotted a bit. The third recharge in Hasten and Force of Nature only makes a few seconds' difference (two level 50 recharge IOs already are near the ED cap), and Boost Range is permanent with one recharge while Hasten is up and only has about 3 seconds downtime when it isn't... you can use those slots to better effect elsewhere. I'd slot up Nova a bit more and put five Doctored Wounds in Aid Self to max out the healing and grab some extra recharge.

My suggestion is something like:

Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/

Click this DataLink to open the build!

Sci Fi Issue 20: Level 50 Science Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(13), Thundr-Dmg/EndRdx/Rchg(15), Thundr-Acc/Dmg/Rchg(19)
Level 1: Power Thrust -- ExStrk-Acc/KB(A), ExStrk-Dmg/KB(25), ExStrk-Dam%(39)
Level 2: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Energy Torrent -- KinCrsh-Dmg/EndRdx/KB(A), KinCrsh-Dmg/KB(5), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(19), KinCrsh-Rechg/EndRdx(36), KinCrsh-Acc/Dmg/KB(37)
Level 6: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Acc/Dmg/Rchg(13), Thundr-Dmg/EndRdx/Rchg(17)
Level 8: Build Up -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(36), AdjTgt-ToHit/EndRdx(40)
Level 10: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(21), Mako-Dmg/Rchg(21), Mako-Acc/EndRdx/Rchg(23), Mako-Acc/Dmg/EndRdx/Rchg(23), Mako-Dam%(37)
Level 12: Aim -- AdjTgt-ToHit(A), AdjTgt-ToHit/Rchg(31), AdjTgt-ToHit/EndRdx/Rchg(33), AdjTgt-EndRdx/Rchg(36), AdjTgt-Rchg(40)
Level 14: Hover -- Krma-ResKB(A), Srng-EndRdx/Fly(34), Flight-I(37)
Level 16: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(43), ExStrk-Dam%(48)
Level 18: Tough -- S'fstPrt-ResDam/Def+(A)
Level 20: Power Push -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(48)
Level 22: Weave -- S'dpty-Def/EndRdx(A), RedFtn-Def/EndRdx(34), DefBuff-I(34)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 26: Explosive Blast -- KinCrsh-Dmg/EndRdx/KB(A), KinCrsh-Acc/Dmg/KB(27), KinCrsh-Rechg/EndRdx(27), KinCrsh-Acc/KB(29), KinCrsh-Rchg/KB(29), KinCrsh-Dmg/KB(31)
Level 28: Power Boost -- RechRdx-I(A)
Level 30: Conserve Power -- RechRdx-I(A)
Level 32: Aid Other -- Heal-I(A)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(39), Dct'dW-Heal/Rchg(39), Dct'dW-Heal/EndRdx/Rchg(40), Dct'dW-Heal(42)
Level 41: Personal Force Field -- RechRdx-I(A)
Level 44: Repulsion Bomb -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(45), KinCrsh-Rchg/KB(45), KinCrsh-Rechg/EndRdx(45), KinCrsh-Dmg/EndRdx/KB(46), KinCrsh-Acc/Dmg/KB(46)
Level 47: Force of Nature -- RechRdx-I(A), RechRdx-I(48)
Level 49: Nova -- Oblit-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/Rchg(50), Oblit-Dmg/Rchg(50), Erad-Dmg/Rchg(50)
Level 50: Musculature Boost
Level 0: The Atlas Medallion
------------
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Heal-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(42), EndMod-I(42)
Level 4: Ninja Run


The Eradication and Obliteration IOs in Nova are quite expensive but you can just slot it with generic IOs or even SOs and buy them when you get a chance. (If I take a nuke, I want it slotted for high damage and recharge.) There are a few other semi-pricey IOs but between that respec recipe and selling an LotG +recharge or two from merits / hero merits you shouldn't have any trouble buying everything. The changes leave you with about the same recharge and accuracy bonuses, slightly higher defense, and more effective slotting in several powers plus 4 points of KB protection. You could also drop the extra slots in Nova if you really want those few seconds shaved off Hasten and Force of Nature... or even drop Nova entirely and grab Temp Invulnerability for some added resistance.

(Personally, I'd drop Repulsion Bomb for Temp Invulnerability since you already have Explosive Blast, slot it with 3 Reactive Armor and a generic Resist, and use the other two slots to drop LotGs in Weave and Hover... but that would significantly increase the cost (or number of tip runs) of the build.)


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

 

Posted

Some thoughts:

- Nova is really not much use to a ranged Eng/Eng build. If you can move slots to Weave 6 slotting with Red Fortune increases your ranged defense.
-Aid Other/Self is a personal choice, but Eng/Eng is pretty binary: you are either pouring on the damage, or out of combat. Consider Maneuvers and slotting Health with the +Regen IOs. You don't have to spend a lot of Inf either, like another poster said, a few Hero Merits for the recipes and run a few AE missions to get tickets to buy the rare salvage and you are set.
- Repulsion Bomb is one of the highest damage APP AoE attacks available to Blasters. I would try to keep it if you stay with the Force APP.
- I try to slot two high-level Recharge IOs in Boost Range and set it to Auto.


Ideally, the tank will die precisely as everyone else starts fighting, allowing aggro to be spread evenly among the blaster. -seebs, "How to Suck at CoH/CoV" Guide

 

Posted

Thanks guys. These are all things I hadn't considered. Optimizing some of the slots and whatnot is something that eludes me, figures I'd overslot a few things.

I am questioning the usefulness of Aid Self but when I need it, it works amazing with PFF.

Maneuvers is really tempting, I really don't use Aid Self that much and I don't see myself using Nova much either. Nova was a mostly fun and thematic choice. I might dabble with an alternate build - I have several vet respecs and I haven't done any Terra Volta trials.

Any thoughts on placing my Chance for End Mod and Force Feedback Procs?


You know, just to throw this out there - I had a whole mess of crepes this morning. They're just like pancakes, maybe even better.

 

Posted

Chance for End (performance shifter set) goes in stamina, always. 2 LVL 50 EndMod IOS and that get you everything you should need from stamina.

As for the chance for recharge, I don't use it that often, but I'd find a way to get it into the AoE attack you use most.

Also, if you're going to use 2 hero merits on a recipe to sell, may I recommend the Kinetic Combat triple. It sells (last I checked) for 200-300 million


 

Posted

To be honest, I think with Energy/Energy, going for pure range is really shortchanging yourself.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

Quote:
Originally Posted by Vanden View Post
To be honest, I think with Energy/Energy, going for pure range is really shortchanging yourself.
I have to concur. I have an energy/Energy blaster (made in i6, hit 50 in i7) and I've tried a TON of build with him. When I went pure ranged I noticed a HUGE dip in my damage output. Those melee attacks are huge. That having been said, if it's what you want to play, then that's what is important.


 

Posted

I like going with a primarily ranged build but keeping a couple of melee attacks. The idea is that you start out with ranged shots and by the time enemies reach you they've been thinned out enough that you can finish them off with your melee attacks. That has the advantage or requiring no S/L defense whereas a heavy melee build does... and high S/L defense costs a fortune. Boost Range is especially nice, not so much for extending your normal blasts but rather for making Energy Torrent's cone larger and letting you use Power Burst from farther away.

Hover blasting is also very handy for Energy because knockback becomes essentially knockdown if fired from above. You can save Bone Smasher (and maybe Total Focus) for fliers that come after you or situations where someone decides to web you out of the air and run up to punch you. The melee attacks in /Energy are quite good but I find that on a cheaper build it's better to use them on things that come to you rather than jumping in and trying to use them from the start. You really don't want to melee more than one or two enemies at a time without melee or S/L defense... and with Energy's knockback that's about how many tend to reach you so it works out well.


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

 

Posted

Quote:
Originally Posted by Ribic View Post
I have to concur. I have an energy/Energy blaster (made in i6, hit 50 in i7) and I've tried a TON of build with him. When I went pure ranged I noticed a HUGE dip in my damage output. Those melee attacks are huge. That having been said, if it's what you want to play, then that's what is important.
I totally see where you're coming from.

Going all range was a thematic choice. If you choose Archery, you're arrows guy. If you choose Ice, you're ice guy. With energy I could make the powers match the concept, a frail nerdy guy wielding a bit of the power cosmic. You know, that guy. It just didn't seem right to have these devastating punches. The utility powers make a lot of sense for him, as does the Force APP.

No one has called me out for doing too little damage...yet. I'm sure it'll happen. I just haven't met that special someone.


You know, just to throw this out there - I had a whole mess of crepes this morning. They're just like pancakes, maybe even better.

 

Posted

Thunderstrike is fairly cheap. Buy it as recipes and they shouldn't cost you more than a couple hundred thousand each. Also, look at levels other than level 50, they are frequently much cheaper at lower levels.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Couple points:

1) Kinetic Crash makes me cry if you slot more than 4 of them. The difference between "ED max damage" and "Kinetic Crash damage" is almost the difference between "Blaster blast" and "Defender blast". (It's not THAT bad- I've played a lot of Force Field defenders- but you're hurting yourself quite a lot. )

2) Thunderstrike is very, very, very nice. And not too expensive. It's an "overbuilt" set- even six level 30 thunderstrikes give you plenty of Accuracy and Damage. Pick your level.

3) The "get two Alignment Merits, buy a low level LoTG, have enough money" technique works. Depending on how much shopping you want to do, compare the following as well:
- level 20 Miracle (2 merits, around 200 million crafted last I looked)
- level 35 Kinetic Combat Dam/End or Dam/Rech (ONE merit, around 120 million crafted)
Always craft it for sale! The profit difference is dramatic.

3b) And of course, because I'm a marketeer, I have to mention my "Shop defensively" miniguide in sig. Patience! Recipes! /e lecture

4) Force Of Nature is happy when you give it Resistance as well as Recharge.

Now for the math: Getting Defense. Tough, Weave, and a Steadfast Res/Def [yes, it's expensive, but patience and multi-level bidding are your friends] is a good start- around 8.6% . Four sets of Thunderstrike (note that the 3-slot Energy bonus is also a Ranged bonus) is 15%. 2-slotting Hover and Fly with BoTZ (the cheaper ones) is 2.5%, and if you can find room to 6-slot Personal Force Field or Weave with Red Fortune that's another 2.5% each. (Let's say you can do one but not both.)

So you're at 28.6%. One small purple gets you over 40%. Hover itself, if you run it all the time, gives you something like 2.5% (3% with one slot of Defense) and that's very VERY close to the softcap. If you're feeling rich, look into getting a 6-pack of Gaussian in Aim or Build Up. A couple of those are really, really pricey though.

Good luck and good hunting!


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

I've tried all sorts of builds on my energy/energy blaster, including lots of melee attacks, but I've been happiest with my current build, in which my only melee attack is the one I got at level one, the purpose of which is to swat things back out of melee range. I use Bonfire to keep things away from me. I'll stand in the middle of it if I have to. I've tried Personal Force Field, but I find I can get Aid Self off pretty easily with all the kb and two interrupt reducers in the power. I frankenslot the rest for heal and recharge, and that gives me a pretty reliable heal that is often up. If concept calls for Force Mastery, so be it. I find Bonfire better for soloing, but PFF might be better on teams.

My approach to ranged defense was to use all the Thunderstrikes I could (Power Bolt, Power Blast, Power Burst, the snipe, and Power Push), then do what I could elsewhere. I wound up with about 30% ranged defense, which is pretty survivable as it is, and any buffing from teammates or purple insps makes it very survivable. I run Hover and CJ, but didn't bother with the fighting pool. I'm sure it could be soft-capped, and I've soft-capped three other characters for ranged, but I didn't want to sacrifice slots to melee powers if I'm going to stay at range, nor did I want to take the other powers that take sets with ranged defense bonuses, so I settled on my medium defense build. I also have a few Blessing of the Zephyr pairs, as it's a way to spend one slot and get a bit of defense, if you weren't doing anything with the default slot anyway. Plus, kb protection. I do have the Steadfast Protection +def IO in my epic armor, but you can put that off.

Also, what Fulmens said about shopping defensively. Read his guide. Thunderstrikes are hard to come by at mid levels, or were last I checked, but they're in fine supply at level 50, and the thing to do is put low bids in now and wait. It takes a while to get used to this, and random weird price things will happen, but low bids + patience = Thunderstrikes. I'd never ever spend merits on a recipe that common, and I never use any other ranged set.


Virtue
Angel Witch II - Chord of Souls - Storm Witch II - Princess of the Dawn - Standing Horse - Witch of Xymox
Silent Scream - Shadow Witch II - Liquid Serenade - Nebulous Dawn - Ghost Witch II -Xiberia

 

Posted

I find the best way to get Thunderstrikes (or other mid-range IOs) that are in low supply at non-max levels is to use an alt I'm not actively playing and bid on low-30s or so recipes. You can cover three or four levels for each IO you need and place lowball bids... you may end up with an extra recipe or two but you can either send it to an alt or just craft and resell it for a profit. Of course on a set like Thunderstrike you can probably get most of them you need overnight even at odd levels if you don't mind paying a slight premium but if you can wait a few days and use an alt to cover several levels you can get them at a bargain. It takes longer but you don't have to wait until level 47 to slot them and you keep the defense when running mid-level TFs, plus it's a lot cheaper.

You can also do the same over several weeks to get dirt cheap -KB IOs, 3% defense IOs, and so forth. I keep an array of standing bids out for 6% accuracy IOs that are far below normal price... they rarely fill but I snag one every two or three weeks and you only need one of those per alt, and if you don't mind using a rarely-played alt to do it you can snag them for 5-10% of the normal rate.


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

 

Posted

I want to thank you for this post. I am getting back into the game after a several year gap and would like to play my ENG/ENG Blaster but I don't know how any more. This post will help me relearn my blaster and have fun with him again!! Guess I will have to do some research on all of the new Enhancement types. As he stands now he has mainly SO's with 1 ACC and 5 DAM in all of his attacks. Tells you how long it's been since I played last.

Again, thanx for the posts from all of you!!!


Power Nova (Eng/Eng) 35th
Warforger (Inv/Axe) 28th
Tail Kinker (Kat/Reg) 25th
Star Sovereign (Grav/Rad) 25th
Star Spite (Inv/EM) 21st
Star Swift (FF/Ele) 18th

Madness takes it's toll...please have exact change!

 

Posted

Hey guys, thank you for the continued advice.

I have some good news, I managed to hit 50 Monday and I unlocked my Alpha the next day.

The good news continues as I got my first Purple drop shortly after my Alpha unlock! A cool 510 million solved a lot of my influence concerns. In fact, I'd say I no longer have influence concerns.

I have Thunderstrike in all my primary attacks now. I added Total Focus to my build along with Bone Smasher and slotted both with Mako's.

I feel...invincible.

Now I'm whittling away at two sets of Positron's Blast, a set of Doctored Wounds, and a set of Red Fortune.

I'm really debating what to slot my Alpha Slot - if anyone has advice in that area, I'd be glad to hear it. I can't think of a single aspect of my character that demands attention.


You know, just to throw this out there - I had a whole mess of crepes this morning. They're just like pancakes, maybe even better.

 

Posted

Quote:
Originally Posted by Cal_Naughton_Jr View Post

I'm really debating what to slot my Alpha Slot - if anyone has advice in that area, I'd be glad to hear it. I can't think of a single aspect of my character that demands attention.
If you have nothing to shore up, like endurance trouble or recharge gaps in your preferred chain(s), go damage! You're a Blaster.


If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Cal_Naughton_Jr View Post
I'm really debating what to slot my Alpha Slot - if anyone has advice in that area, I'd be glad to hear it. I can't think of a single aspect of my character that demands attention.
For a ranged Energy/Energy blaster, I'd say its going to be one of the following:

Musculature, working towards Partial Radial rare, then eventually pick one of the very rares. Partial Radial has damage and end mod, which are the best two buffs in Musculature for ranged Energy/Energy.

I would not recommend Nerve at all. If you had a ton of defense toggles and were close to, but just not quite at the soft cap, maybe. An SR or EA that was sitting at like 43% defense in their build, for example. Ranged En/En gets not much from this.

If you want a marathon build that almost never runs out of endurance (and no matter how much people think they have unlimited endurance, they usually don't) you could go Cardiac, and specifically head towards Total Core, then Core Paragon. Those get you 45% endurance reduction and 20% range, both useful to a ranged build.

Spiritual would make more sense for a blapper. You're more likely to need recharge to keep melee attacks flowing and you get stun duration increase out of this as well. The main reason for a ranged En/En to take this would be, separate from just wanting a ton of recharge, if you have Aid Self. This will make AS not just come up faster, but much more importantly boost its heal. AS costs a lot in inactivity time, and sometimes it can heal for less than the damage you actually take during its total cast time. Boosting the heal as high as possible makes it much more valuable. Again, more likely for a blapper to have than a ranged blaster, but you had it in your posted build and lots of blasters take Aid Self when they feel like they are getting hit too often. Which a high ranged defense energy blaster with knockback might not experience often, but occasionally.

In either case, the rare Alpha with level shift is what you want to work towards. Very rare is four times as expensive and mostly gravy. Level shift has a huge impact on blasters: it significantly impacts survivability. Also, you aren't soft capped but if you play at +0xAnything, all level 50s in your missions will be shifted downwards, which means their base tohit will be 45% and not 50%. So that's like having 5% more defense, bringing you even closer to the effective soft cap.

(Note: level 51% have base 50% chance to hit and an accuracy bonus, so level shift doesn't impact them nearly as much as it does level 50s relative to a level 50 with a level shifting Alpha; it will just eliminate their accuracy bonus for being +1).


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Posted

Quote:
Originally Posted by Arcanaville View Post
Also, you aren't soft capped but if you play at +0xAnything, all level 50s in your missions will be shifted downwards, which means their base tohit will be 45% and not 50%. So that's like having 5% more defense, bringing you even closer to the effective soft cap.
Interesting. I didn't know about this, so I looked up the attack mechanics article in Paragon Wiki.. This actually indicates a -1 critter has a -10% tohit relative normal. Is the wiki in error here for its
__________________
Quote:
Originally Posted by Arcanaville View Post
Softcapping an Invuln is fantastic. Softcapping a Willpower is amazing. Softcapping SR is kissing your sister.


Quote:
Originally Posted by Arcanaville View Post
Softcapping an Invuln is fantastic. Softcapping a Willpower is amazing. Softcapping SR is kissing your sister.

 

Posted

Quote:
Originally Posted by Arcanaville View Post
For a ranged Energy/Energy blaster, I'd say its going to be one of the following:

Musculature, working towards Partial Radial rare, then eventually pick one of the very rares. Partial Radial has damage and end mod, which are the best two buffs in Musculature for ranged Energy/Energy.

I would not recommend Nerve at all. If you had a ton of defense toggles and were close to, but just not quite at the soft cap, maybe. An SR or EA that was sitting at like 43% defense in their build, for example. Ranged En/En gets not much from this.

If you want a marathon build that almost never runs out of endurance (and no matter how much people think they have unlimited endurance, they usually don't) you could go Cardiac, and specifically head towards Total Core, then Core Paragon. Those get you 45% endurance reduction and 20% range, both useful to a ranged build.

Spiritual would make more sense for a blapper. You're more likely to need recharge to keep melee attacks flowing and you get stun duration increase out of this as well. The main reason for a ranged En/En to take this would be, separate from just wanting a ton of recharge, if you have Aid Self. This will make AS not just come up faster, but much more importantly boost its heal. AS costs a lot in inactivity time, and sometimes it can heal for less than the damage you actually take during its total cast time. Boosting the heal as high as possible makes it much more valuable. Again, more likely for a blapper to have than a ranged blaster, but you had it in your posted build and lots of blasters take Aid Self when they feel like they are getting hit too often. Which a high ranged defense energy blaster with knockback might not experience often, but occasionally.

In either case, the rare Alpha with level shift is what you want to work towards. Very rare is four times as expensive and mostly gravy. Level shift has a huge impact on blasters: it significantly impacts survivability. Also, you aren't soft capped but if you play at +0xAnything, all level 50s in your missions will be shifted downwards, which means their base tohit will be 45% and not 50%. So that's like having 5% more defense, bringing you even closer to the effective soft cap.

(Note: level 51% have base 50% chance to hit and an accuracy bonus, so level shift doesn't impact them nearly as much as it does level 50s relative to a level 50 with a level shifting Alpha; it will just eliminate their accuracy bonus for being +1).
Very educational! Thanks Arcanaville!

I like to play to my strengths so your breakdown makes things much easier to digest.

I'll really keep an eye on my endurance usage from here on out to help me decide between Cardiac or Musculature.


You know, just to throw this out there - I had a whole mess of crepes this morning. They're just like pancakes, maybe even better.

 

Posted

Quote:
Originally Posted by Void_Huntress View Post
Interesting. I didn't know about this, so I looked up the attack mechanics article in Paragon Wiki.. This actually indicates a -1 critter has a -10% tohit relative normal. Is the wiki in error here for its
Honestly, I always assumed it was -5% because it used to be +5% for higher levels, but I could be wrong there. I don't play against -1s often enough to be sufficiently familiar. It should be easy to check though, I'll do so tomorrow unless someone else does it first.


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