Good Team Blaster build for Elec/elec


DarkGob

 

Posted

Just a build i came up with for reg team play. Fit in the def because i figured it helps to be alive to do dmg and (to me) seems like this amount of def would be sufficent for a blaster.
Any additions welcome or tweeks, Thanks

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

Click this DataLink to open the build!

Thunda.Struck (other +def build): Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Charged Bolts -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(5), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(40), Thundr-Acc/Dmg/EndRdx:50(50), Thundr-Dmg/EndRdx/Rchg:50(50)
Level 1: Electric Fence -- Empty(A)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(43), Thundr-Dmg/Rchg:50(46), Thundr-Acc/Dmg/Rchg:50(46), Thundr-Acc/Dmg/EndRdx:50(46), Thundr-Dmg/EndRdx/Rchg:50(48)
Level 4: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48)
Level 6: Hasten -- RechRdx-I:50(A), RechRdx-I:50(43), RechRdx-I:50(43)
Level 8: Aim -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(9), RechRdx-I:50(9), RechRdx-I:50(11)
Level 10: Havoc Punch -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(11), Mako-Dmg/Rchg:50(40), Mako-Acc/EndRdx/Rchg:50(40), Mako-Acc/Dmg/EndRdx/Rchg:50(42), Mako-Dam%:50(42)
Level 12: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(15), C'ngImp-Acc/Dmg/Rchg:50(39)
Level 14: Super Jump -- Zephyr-ResKB:50(A), Zephyr-Travel:50(15)
Level 16: Build Up -- Rec'dRet-ToHit/Rchg:20(A), Rec'dRet-ToHit:20(17), RechRdx-I:50(17), RechRdx-I:50(37)
Level 18: Zapp -- ExtrmM-Acc/Dmg:50(A), ExtrmM-Dmg/EndRdx:50(19), ExtrmM-Acc/ActRdx/Rng:50(19), ExtrmM-Dmg/ActRdx/Rchg:50(23), ExtrmM-Dmg/EndRdx/Rchg:50(23), ExtrmM-Acc/Rng/Rchg:50(37)
Level 20: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(21), LkGmblr-Def/EndRdx:50(21)
Level 22: Kick -- Empty(A)
Level 24: Tough -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(25), RctvArm-ResDam/EndRdx:40(25), RctvArm-ResDam/Rchg:40(34), Aegis-Psi/Status:50(37)
Level 26: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(27), LkGmblr-Def/EndRdx:50(27), Ksmt-ToHit+:30(34)
Level 28: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(31)
Level 30: Acrobatics -- EndRdx-I:50(A)
Level 32: Thunderous Blast -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(33), Posi-Dmg/Rchg:50(33), Posi-Dmg/Rng:50(33), Posi-Acc/Dmg/EndRdx:50(34)
Level 35: Power Sink -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc/Rchg:50(36), Efficacy-Acc/Rchg:50(36), Efficacy-EndMod:50(36)
Level 38: Hover -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(39), LkGmblr-EndRdx/Rchg:50(39)
Level 41: Personal Force Field -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42)
Level 44: Temp Invulnerability -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(45), RctvArm-ResDam/EndRdx:40(45), RctvArm-ResDam/Rchg:40(45)
Level 47: Force of Nature -- S'fstPrt-ResDam/Def+:30(A)
Level 49: Voltaic Sentinel -- S'bndAl-Dmg/Rchg:50(A), S'bndAl-Acc/Dmg/Rchg:50(50)
Level 50: Spiritual Partial Radial Revamp
------------
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(3), Mrcl-Rcvry+:40(3)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- Efficacy-EndMod:50(A), Efficacy-EndMod/Acc:50(5), Efficacy-EndMod/EndRdx:50(7)


 

Posted

Unless you're delivering the alpha strike, most of the time outside of EBs/AVs (and maybe even only AVs, these days) you won't get a chance to use Zapp before stuff is dead. You'd be better off moving the slots to Ball Lightning.

Can't comment on much else while at work.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

This build seems rather strange.

You are playing an elec blaster without Short Circuit.
Your electric fences is unlsotted (Its a defiance attack and great -recovery..)
You take voltaic sentinel very late (without it elecs damage is pitiful single target, and its a 20% defiance boost).

Honestly what this looks like to me:

You are trying to shoehorn elec blast into someting it isn't. Why not play a superior primary that does what you want without any strange sacrafices.


When something good happens to me, I can never enjoy it....
I am always too busy looking for the inevitable punchline...


BEHOLD THE POWER OF CHEESE!

 

Posted

Quote:
Originally Posted by Test_Rat View Post
This build seems rather strange.

You are playing an elec blaster without Short Circuit.
Your electric fences is unlsotted (Its a defiance attack and great -recovery..)
You take voltaic sentinel very late (without it elecs damage is pitiful single target, and its a 20% defiance boost).

Honestly what this looks like to me:

You are trying to shoehorn elec blast into someting it isn't. Why not play a superior primary that does what you want without any strange sacrafices.
This is my first blaster build (not used to making them) but i did look into some other forums about elec blasters and i kinda see the strengths now in the endur drain area. So i made another build that is more oriented in that direction. See what else can be modified on this build, Thanks

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

Click this DataLink to open the build!

Thunda.Struck (extra Drain Build): Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting

Hero Profile:
Level 1: Charged Bolts -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(33), Decim-Dmg/Rchg:40(37), Decim-Acc/EndRdx/Rchg:40(50), Decim-Acc/Dmg/Rchg:40(50)
Level 1: Electric Fence -- Thundr-Acc/Dmg:50(A)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(40)
Level 4: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(40), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(46)
Level 6: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(7), Posi-Dmg/Rchg:50(7), Posi-Dmg/Rng:50(37), EndMod-I:50(40)
Level 8: Short Circuit -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc:50(9), Efficacy-EndMod/Acc/Rchg:50(9), Efficacy-Acc/Rchg:50(37)
Level 10: Havoc Punch -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(11), Mako-Dmg/Rchg:50(11), Mako-Acc/EndRdx/Rchg:50(13), Mako-Acc/Dmg/EndRdx/Rchg:50(15), Mako-Dam%:50(15)
Level 12: Hover -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(13)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-ResKB:50(31)
Level 16: Build Up -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(17)
Level 18: Aim -- RechRdx-I:50(A), RechRdx-I:50(19), RechRdx-I:50(19)
Level 20: Hasten -- RechRdx-I:50(A), RechRdx-I:50(21), RechRdx-I:50(21)
Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(23), Winter-ResSlow:50(23)
Level 24: Zapp -- ExtrmM-Acc/Dmg:50(A), ExtrmM-Dmg/EndRdx:50(25), ExtrmM-Acc/ActRdx/Rng:50(25), ExtrmM-Dmg/ActRdx/Rchg:50(36), ExtrmM-Dmg/EndRdx/Rchg:50(36), ExtrmM-Acc/Rng/Rchg:50(36)
Level 26: Tesla Cage -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc:50(27), Efficacy-EndMod/Acc/Rchg:50(27), Efficacy-Acc/Rchg:50(34)
Level 28: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(29), Oblit-Dmg/Rchg:50(29), Oblit-Acc/Dmg/Rchg:50(31), Oblit-Acc/Dmg/EndRdx/Rchg:50(31), Oblit-%Dam:50(34)
Level 30: Kick -- Empty(A)
Level 32: Thunderous Blast -- Posi-Dmg/EndRdx:50(A), Posi-Dmg/Rchg:50(33), Posi-Dmg/Rng:50(33)
Level 35: Fly -- Zephyr-ResKB:50(A), Zephyr-Travel:50(50)
Level 38: Power Sink -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod:50(39), Efficacy-EndMod/Rchg:50(39), Efficacy-EndMod/Acc:50(39)
Level 41: Shocking Grasp -- Efficacy-EndMod/Acc:50(A), Efficacy-EndMod/Acc/Rchg:50(42), Efficacy-Acc/Rchg:50(42), Efficacy-EndMod/Rchg:50(42), EndRdx-I:50(43), EndRdx-I:50(43)
Level 44: Tough -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(45), RctvArm-ResDam/EndRdx:40(45), RctvArm-ResDam/Rchg:40(45), S'fstPrt-ResDam/Def+:30(46), Aegis-Psi/Status:50(46)
Level 47: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(48), LkGmblr-Def/EndRdx:50(48), Ksmt-ToHit+:30(48)
Level 49: Acrobatics -- EndRdx-I:50(A)
Level 50: Cardiac Core Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(34)


 

Posted

Just made some more changes to ^ that build. So look at this one instead.
O and some of my logic on this build:
-Health and Stamina - more regen, dont think it will be a big problem with the bit of def i got and the two endur IO's were better than any other IO's set cause capped bonus' so the IO's got it done just fine.
(thinking that may be the only big thing that would come up but) Again, i would love feedback on tweeking cause im really not sure the best way to build this guy. Thanks

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

Click this DataLink to open the build!

Thunda.Struck (extra Drain Build): Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting

Hero Profile:
Level 1: Charged Bolts -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(5), Decim-Acc/Dmg/Rchg:40(5)
Level 1: Electric Fence -- Thundr-Acc/Dmg:50(A)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(7), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Acc/Dmg/EndRdx:50(9), Thundr-Dmg/EndRdx/Rchg:50(11)
Level 4: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(15), C'ngImp-Acc/Dmg/Rchg:50(15)
Level 6: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(17), Posi-Dmg/Rchg:50(17), Posi-Dmg/Rng:50(19), EndMod-I:50(19)
Level 8: Short Circuit -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc:50(21), Efficacy-EndMod/Acc/Rchg:50(21), Efficacy-Acc/Rchg:50(23)
Level 10: Havoc Punch -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(23), Mako-Dmg/Rchg:50(25), Mako-Acc/EndRdx/Rchg:50(25), Mako-Acc/Dmg/EndRdx/Rchg:50(27), Mako-Dam%:50(27)
Level 12: Hover -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(29)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-ResKB:50(29)
Level 16: Build Up -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 18: Aim -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(33)
Level 20: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(33)
Level 22: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(34), Winter-ResSlow:50(34)
Level 24: Zapp -- Mantic-Acc/Dmg:50(A), Mantic-Dmg/EndRdx:50(34), Mantic-Acc/ActRdx/Rng:50(36), Mantic-Dmg/ActRdx/Rchg:50(36), Mantic-Dmg/EndRdx/Rchg:50(36)
Level 26: Tesla Cage -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc:50(37), Efficacy-EndMod/Acc/Rchg:50(37), Efficacy-Acc/Rchg:50(37)
Level 28: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(39), Oblit-Dmg/Rchg:50(39), Oblit-Acc/Dmg/Rchg:50(39), Oblit-Acc/Dmg/EndRdx/Rchg:50(40), Oblit-%Dam:50(40)
Level 30: Kick -- Empty(A)
Level 32: Thunderous Blast -- Posi-Dmg/EndRdx:50(A), Posi-Dmg/Rchg:50(40), Posi-Dmg/Rng:50(42)
Level 35: Fly -- Zephyr-ResKB:50(A), Zephyr-Travel:50(42)
Level 38: Power Sink -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod:50(42), Efficacy-EndMod/Rchg:50(43), Efficacy-EndMod/Acc:50(43)
Level 41: Shocking Grasp -- P'Shift-EndMod/Rchg:50(A), P'Shift-EndMod/Acc/Rchg:50(43), P'Shift-Acc/Rchg:50(45), P'Shift-EndMod/Acc:50(45), EndRdx-I:50(45), EndRdx-I:50(46)
Level 44: Tough -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(46), RctvArm-ResDam/EndRdx:40(46), RctvArm-ResDam/Rchg:40(48), S'fstPrt-ResDam/Def+:30(48), Aegis-Psi/Status:50(48)
Level 47: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(50), LkGmblr-Def/EndRdx:50(50), Ksmt-ToHit+:30(50)
Level 49: Acrobatics -- EndRdx-I:50(A)
Level 50: Cardiac Radial Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(11)


 

Posted

I didn't notice in my original post that you had skipped Short Circuit. I know it's a PBAoE and it's scary to be in melee but the drain is very helpful (and hey, it comes with a side of damage). Fully slotted and combined with Power Sink, you can completely drain a mob.

Shocking Grasp is slotted all wrong. Why is it slotted for EndMod? Hold or even Damage would make more sense.

Re: Electric Fence as mentioned by Test_Rat, I almost never use this power. Maybe 0.01% of the time. Slotting anything into its base slot is fine, I think mine is even unslotted, that's how little I use it.

Acrobatics is a complete waste with two BotZ KB IOs, you would be better off with almost anything else (yeah, even as a level 49 power).

I see you've completely disregarded your Epic Pool. (The remainder of my post assumes that you will go with Electric Mastery; it pairs with Elec/Elec quite well, both thematically and gameplay-wise. Mu Mastery is pretty similar, so this advice would apply to that pool as well.) Static Discharge is a great cone attack, Shocking Bolt is a third hold that will allow you to solo most EBs with almost embarrassing ease (Trapdoor was a complete joke to my Blaster), and Charged Armor is some nice S/L/E Resistance, which would stack with Tough's S/L. I would drop at least Zapp and either Hover or Combat Jumping (and the aforementioned Acrobatics). And actually, you could ditch the second travel power, you don't need Fly and Super Jump (I guess that's a matter of taste and more power to you if that's how you like to play but I honestly do not see the point).


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

Taking all that into consideration, I made this now. I did keep acrobatics casue it has the hold res in it which I kinda like, but other than that I pretty much made all the changes mentioned. Switched out IO's in SG for hold (and endur still cause it is kinda endur heavy w/o it), also switched the IO's in Tesla Cage for hold too instead of endur mod. Picked up the pool power set. O, one thing i started thinking about is what would be the best alpha for this? I looked at the tier two's (just for a good idea for totals) and I seem to think that Nerver is the best to chose (with the extra hold duration). If not, what would be the best?
But here is what it is thus far

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

Click this DataLink to open the build!

Thunda.Struck (extra Drain Build): Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Charged Bolts -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(5), Decim-Acc/Dmg/Rchg:40(5)
Level 1: Electric Fence -- Thundr-Acc/Dmg:50(A)
Level 2: Lightning Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(7), Thundr-Dmg/Rchg:50(7), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Acc/Dmg/EndRdx:50(9), Thundr-Dmg/EndRdx/Rchg:50(11)
Level 4: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(13), KntkC'bat-Dmg/Rchg:35(13), KntkC'bat-Dmg/EndRdx/Rchg:35(15), C'ngImp-Acc/Dmg/Rchg:50(15)
Level 6: Ball Lightning -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(17), Posi-Dmg/Rchg:50(17), Posi-Dmg/Rng:50(19), EndMod-I:50(19)
Level 8: Short Circuit -- Efficacy-EndMod/Rchg:50(A), Efficacy-EndMod/Acc:50(21), Efficacy-EndMod/Acc/Rchg:50(21), Efficacy-Acc/Rchg:50(23)
Level 10: Havoc Punch -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(23), Mako-Dmg/Rchg:50(25), Mako-Acc/EndRdx/Rchg:50(25), Mako-Acc/Dmg/EndRdx/Rchg:50(27), Mako-Dam%:50(27)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def/EndRdx:50(29), Winter-ResSlow:50(29)
Level 14: Super Jump -- Zephyr-Travel:50(A), Zephyr-ResKB:50(31)
Level 16: Build Up -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 18: Aim -- RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(33)
Level 20: Hasten -- RechRdx-I:50(A), RechRdx-I:50(33), RechRdx-I:50(34)
Level 22: Acrobatics -- EndRdx-I:50(A)
Level 24: Tesla Cage -- BasGaze-EndRdx/Rchg/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(34), BasGaze-Acc/Hold:30(34), BasGaze-Acc/Rchg:30(36)
Level 26: Kick -- Empty(A)
Level 28: Thunder Strike -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(37), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
Level 30: Tough -- RctvArm-EndRdx:40(A), RctvArm-ResDam:40(39), RctvArm-ResDam/EndRdx:40(39), RctvArm-ResDam/Rchg:40(39), S'fstPrt-ResDam/Def+:30(40), Aegis-Psi/Status:50(40)
Level 32: Thunderous Blast -- Posi-Dmg/EndRdx:50(A), Posi-Dmg/Rchg:50(40), Posi-Dmg/Rng:50(42)
Level 35: Power Sink -- Efficacy-EndMod/EndRdx:50(A), Efficacy-EndMod:50(42), Efficacy-EndMod/Rchg:50(42), Efficacy-EndMod/Acc:50(43)
Level 38: Shocking Grasp -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(43), BasGaze-Rchg/Hold:30(43), BasGaze-EndRdx/Rchg/Hold:30(45), EndRdx-I:50(45), EndRdx-I:50(45)
Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(46), LkGmblr-Def/EndRdx:50(46), Ksmt-ToHit+:30(46)
Level 44: Shocking Bolt -- Lock-EndRdx/Rchg/Hold:50(A), Lock-Acc/EndRdx/Rchg/Hold:50(48), Lock-Acc/Rchg:50(50)
Level 47: Charged Armor -- RctvArm-ResDam/EndRdx:40(A), RctvArm-ResDam/Rchg:40(48), RctvArm-ResDam:40(48), RctvArm-EndRdx:40(50)
Level 49: Surge of Power -- RechRdx-I:50(A)
Level 50: Nerve Core Boost
------------
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I:50(A)
Level 2: Health -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(50)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(11)


 

Posted

Can't really look at the build at work, but you definitely want Musculature for moar damage. As you progress up the tree, you can also get an increase to any power which takes EndMod enhancements -- which for an Elec^3 is virtually all of them.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

Looks pretty good. My playstyle will differ from yours, of course, but here are three alternatives I like that you might consider.

Charged Bolt -> Electric Fence

I'm a fan of Electric Fence, actually. The damage isn't totally horrible, the end drain isn't totally horrible, the immobilization is fine, and you're forced to take it anyway. I actually skipped Charged Bolt in favor of slotting up EF and blapping with secondaries. This makes EF does double duty as DoT and rooter. Handy for those times on a TF where you don't have anyone else on the team to root the AV.

Short Circuit -> Hover

If you're melee shy, like me, Hover lets you stay out of reach of the pack while you pop this PBAoE over their heads. Might be something to use at low levels, then respec out of once you start hitting a defense cap.

Shocking Bolt -> Static Discharge

Meh, two holds are enough. Might as well take the one that kills the target's recovery (Tesla Cage) and the one that does halfway decent damage (Shocking Grasp) and skip the one that does neither. Have you thought about Static Discharge instead?

And of course you could always devote your second build to utility, letting your first build be a blap happy damage beast.


 

Posted

I strongly advise against building Blasters like they "need" defenses as though they're Scrappers. Blasters work off of the concept of "Kill it before it can kill you". like they say in American football, "The best defense is a good offense". Charged Armor and Surge of Power(and maybe Maneuvers or PFF) are all you need on there, IMO.

E^3 are superlative blappers and AoE specialists. On teams, your job is to AoE and End drain everything to death the second after the Tank grabs aggro. Whatever is left gets punched in the face.

Six slot Ball Lightning. Add and adequately slot Short Circuit. Those are absolutely essential to team play. Like someone else mentioned, get those End Mods out of Shocking Grasp. Slot it for hold, damage, and accuracy if needed.

I feel this build doesn't even need Hasten. You should have enough offensive powers, and enough recharge from IO sets that it would be redundant. Unless you like farming on x3 + and actually need your AoEs up that often. You can get the extra Recharge by 5 slotting both Build Up and Aim with the Efficacy Adapter set.


 

Posted

Positivity hit it right on the head. Building a blaster around defense will gimp your blasters damage output and end use (less of a concern with elec^2, but still an issue). if you wanna blast with some survival, corrupters offer more mitigation through support sets vs. blasters secondary dmg set.

You do have some room with the build and if you want a full breakdown, check my post in the Player Guide section (The Blaptroller: Reloaded). I break down each move and it'll give a good idea on how a elec/elec can be played effectively.

But easiest defenses are Hover (completely avoid melee), stealth (from concealment, has def+ and helps avoid unwanted aggro), defense armors from EPP, and io sets. Tough/Weave really don't preform well with blasters and require a lot of slotting to use effectively. This in turn, takes slots from moves which could have been used for io bonuses.

As for teamplay, you only need two moves: Short Circuit and Power Sink. These two combined will tap out bosses end bars and do a significant chunk of EBs or AVs with endmod slotted. Some say you don't need endmod (I wouldn't put it in normal attacks, like Lightning Bolt or whatever), but having it means less time between pulling a group and having that group drained, which can be the difference between living and death. Once end drained, you can run around in circles if you wanted to cause your team will lovvvvvvvve you for the end control


 

Posted

Quote:
Originally Posted by DarkGob View Post
Unless you're delivering the alpha strike, most of the time outside of EBs/AVs (and maybe even only AVs, these days) you won't get a chance to use Zapp before stuff is dead. You'd be better off moving the slots to Ball Lightning.
I haven't looked at his build yet, but I always take the snipe to put Manticore into it for the 7.5% global recharge. I take every hold I can get for the same reason. And lately, I've been respeccing into the first three of the concealment pool to get enough def powers for all five LotG +7.5%. On a blaster, perma-hasten is a very good thing. And on a team, if you can read the enemy right, they can be great mitigation.

If you are going to use the snipe, I find the best situation isn't as an alpha, but as a "hide in the hall after a team wipe and plink at the big guy(s)" outside their detection limit. If you're going to six slot this, the sixth should be range. That's what this power is for after all.

Edit: Uh, why no datachunks on this? I can run mids off a portable drive even here at work, but I can't access the links to builds.


 

Posted

Quote:
Originally Posted by Positivity View Post
I strongly advise against building Blasters like they "need" defenses as though they're Scrappers. Blasters work off of the concept of "Kill it before it can kill you". like they say in American football, "The best defense is a good offense".
I have to disagree with this. Blasters can do a LOT of damage in a short period of time, but if you're going up against more than 3 or 4 people, your risk of defeat rises the longer you stay in the fight. The typical slotting of attacks will give you ED-capped damage and near-capped accuracy with some secondary effects added in, so without outside intervention (inspirations, team powers, self-buffing powers), you're going to do a constant set range of damage.

Now, if you add defense, your risk of defeat still exists against that same group that was kicking your butt before; however, it is vastly lowered due to you having the random number generator assisting you by making those pesky ToHit rolls fail. You can continue dealing out your set range of damage and live up to the concept of "Kill it before it can kill you". Plus, if your IO slotting is intelligent enough, you'll have a build that can still put out 90% of the damage a balls-out recharge-based blaster can in the same period of time while not being so worried about your HP dropping... and your Endurance as well. Plus, if you plan on taking on tougher enemies, it's nice to give your support toons one less person to worry about as you go about blasting and rarely seeing your HP drop.

Defense helps a Blaster... BLAST. That's the purpose of the AT.


Characters
Bound Kitty: Cl/Regen Scrap lvl 50! Unified Kitty: PB lvl 50! Jenoma: Eng/Pain Corr lvl 50! Operative Jenoma: Fort lvl 50! Alicia Steele: KM/WP Scrap lvl 50! and others on Pinnacle/Virtue! @Bound Kitty on Live/Beta

 

Posted

Unless I am tankmaging for a team with my elec/elec buffef by defs I like to rely on control and end drain for defense. Otherwise teamed I could pretty much need aoe def just to get the initial end drain powers off whilst tank/brute/scrap has aggro. There could be 3 builds focusing on end drain/time and each positional but I'd think as much def to all in one build and then an equal amount of each positional might suffice. The main thing is Powersink and Short Circuit and in my book Lightning Field (Elec Fence 1 target), AoEs and then good attack chains.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.