Fine tuning Fire/EM


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Posted

I've been having a lot of fun lately with my Fire/EM blaster... the character's been quite durable and playable but I'm looking at tweaking it a bit. Currently I'm sitting at around 30% ranged defense; I've come up with a build that pushes that to ~36% without serious compromise. This comes at the expense of 7.5% recharge and a few other minor losses.

Anyway, if you guys see anything that could use improvement let me know... after all this 'ain't a tanker The big changes from my live build are swapping Kin Crash for Mako in Power Thrust and 6 slotting Gaussian's into Build Up... everything else is nearly identical to my live build. Yes, I do have City Traveler and am taking advantage of it in this build.

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

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Delta Farce: Level 50 Natural Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Power Thrust -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg(9), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36)
Level 2: Fire Ball -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(13), Posi-Acc/Dmg/EndRdx(13), Posi-Dmg/Rng(15), Posi-Dmg/EndRdx(15)
Level 4: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21), Thundr-Acc/Dmg/Rchg(21)
Level 6: Build Up -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-ToHit/Rchg(9), GSFC-Rchg/EndRdx(11), GSFC-Build%(23), GSFC-ToHit(23), GSFC-ToHit/EndRdx(42)
Level 8: Rain of Fire -- Posi-Dmg/Rchg(A), RechRdx-I(11), Posi-Acc/Dmg(25), Posi-Dmg/EndRdx(25), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(27)
Level 10: Bone Smasher -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(29), Mako-Dmg/Rchg(31), Mako-Acc/Dmg(31), Mako-Dmg/EndRdx(31), Mako-Dam%(33)
Level 12: Fly -- Frbd-Stlth(A)
Level 14: Fire Breath -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(17), Posi-Acc/Dmg(33), Posi-Dmg/EndRdx(33), Posi-Dmg/Rng(34), Range-I(39)
Level 16: Aim -- RechRdx-I(A)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37), Thundr-Dmg/EndRdx(37), Thundr-Acc/Dmg/Rchg(39)
Level 20: Conserve Power -- RechRdx-I(A)
Level 22: Combat Jumping -- Ksmt-ToHit+(A)
Level 24: Aid Other -- Heal-I(A)
Level 26: Aid Self -- H'zdH-Heal/Rchg(A), Dct'dW-Heal/Rchg(29), Mrcl-Heal/Rchg(34)
Level 28: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(43)
Level 30: Blazing Bolt -- Range-I(A)
Level 32: Inferno -- Erad-Dmg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40), Sciroc-Acc/Rchg(40), Sciroc-Dmg/Rchg(42)
Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(42)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 41: Shocking Bolt -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-EndRdx/Rchg/Hold(43), Lock-Rchg/Hold(45), Lock-Acc/Rchg(45), Lock-Acc/Hold(45)
Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(46), ResDam-I(46)
Level 47: EM Pulse -- Stpfy-Acc/EndRdx(A), Stpfy-Acc/Stun/Rchg(48), Stpfy-EndRdx/Stun(48), Stpfy-KB%(50), Stpfy-Stun/Rng(50), Stpfy-Acc/Rchg(50)
Level 49: Surge of Power -- RechRdx-I(A)
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Boost
------------
Level 1: Brawl -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance -- Empty(A)
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 4: Ninja Run
Level 2: Stamina -- EndMod-I(A), EndMod-I(46), EndMod-I(48)
Level 1: Sprint -- Empty(A)


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

I do not think I'd change anything (maybe slide the range enhancer out of Breath since you have perma boost range and use it either in Hasten or to 2 slot Aim with Adj Targeting: rech and tohit/rech). But as an alternative to think about:

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

Click this DataLink to open the build!

Delta Farce: Level 50 Natural Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Power Thrust -- Mako-Dam%(A), Mako-Acc/Dmg/EndRdx/Rchg(7), Mako-Acc/Dmg(9), Mako-Dmg/EndRdx(34), Mako-Dmg/Rchg(36), Mako-Acc/EndRdx/Rchg(36)
Level 2: Fire Ball -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(13), Posi-Acc/Dmg/EndRdx(13), Posi-Dmg/Rng(15), Posi-Dmg/EndRdx(15)
Level 4: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21), Thundr-Acc/Dmg/Rchg(21)
Level 6: Build Up -- GSFC-ToHit/Rchg/EndRdx(A), GSFC-ToHit/Rchg(9), GSFC-Rchg/EndRdx(11), GSFC-Build%(23), GSFC-ToHit(23), GSFC-ToHit/EndRdx(42)
Level 8: Rain of Fire -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg(11), Posi-Dmg/EndRdx(25), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(27)
Level 10: Bone Smasher -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/EndRdx/Rchg(29), Mako-Dmg/Rchg(31), Mako-Acc/Dmg(31), Mako-Dmg/EndRdx(31), Mako-Dam%(33)
Level 12: Boxing -- Empty(A)
Level 14: Fire Breath -- Posi-Dmg/Rchg(A), Posi-Acc/Dmg/EndRdx(17), Posi-Acc/Dmg(25), Posi-Dmg/EndRdx(33), Posi-Dmg/Rng(34)
Level 16: Aim -- RechRdx-I(A)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37), Thundr-Dmg/EndRdx(37), Thundr-Acc/Dmg/Rchg(39)
Level 20: Tough -- HO:Ribo(A)
Level 22: Combat Jumping -- Ksmt-ToHit+(A)
Level 24: Aid Other -- Heal-I(A)
Level 26: Aid Self -- H'zdH-Heal/Rchg(A), Dct'dW-Heal/Rchg(29), Mrcl-Heal/Rchg(34)
Level 28: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(43)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(33), LkGmblr-Def/EndRdx(39)
Level 32: Inferno -- Erad-Dmg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(40), Sciroc-Acc/Rchg(40), Sciroc-Dmg/Rchg(42)
Level 35: Boost Range -- RechRdx-I(A), RechRdx-I(42)
Level 38: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 41: Shocking Bolt -- Lock-%Hold(A), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-EndRdx/Rchg/Hold(43), Lock-Rchg/Hold(45), Lock-Acc/Rchg(45), Lock-Acc/Hold(45)
Level 44: Charged Armor -- S'fstPrt-ResDam/Def+(A), ImpArm-ResDam/EndRdx(46), ResDam-I(46)
Level 47: EM Pulse -- Stpfy-Acc/EndRdx(A), Stpfy-Acc/Stun/Rchg(48), Stpfy-EndRdx/Stun(48), Stpfy-KB%(50), Stpfy-Stun/Rng(50), Stpfy-Acc/Rchg(50)
Level 49: Surge of Power -- RechRdx-I(A)
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Boost
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
------------
Level 1: Brawl -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 4: Ninja Run
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), P'Shift-EndMod/Acc(48)
Level 1: Sprint -- ULeap-Stlth(A)



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You gain 3% HPs, 15% sm/le resists, and 5% defense, but lose Flight (a big loss, IMO), a pulling tool, and Conserve Power (with boost range, regular blasts pull great too and the build looks to have gobs of endurance anyway). Also 8 feet of range in Breath and 4 seconds of recharge in Rain are lost. I think I'd keep your original, but it is something to consider.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
I do not think I'd change anything (maybe slide the range enhancer out of Breath since you have perma boost range and use it either in Hasten or to 2 slot Aim with Adj Targeting: rech and tohit/rech). But as an alternative to think about:

You gain 3% HPs, 15% sm/le resists, and 5% defense, but lose Flight (a big loss, IMO), a pulling tool, and Conserve Power (with boost range, regular blasts pull great too and the build looks to have gobs of endurance anyway). Also 8 feet of range in Breath and 4 seconds of recharge in Rain are lost. I think I'd keep your original, but it is something to consider.
I'd considered getting Weave but it had to come at the expense of one of my other pools so I was leery. Fly is a fairly integral part of the character and the "trump card" that forces mobs to use ranged attacks (well, and AOE but trying to build two types of def either compromises the defenses or the build).

I've thought about tossing a pair of Adj. Targeting into Aim... my live build has both Aim & BU with a pair of them and a common recharge... but it's a question of finding the slots. I'm also on the fence about the extra range in BoF; on one hand more range in a cone increases the AOE of the cone but on the other that slot may be more useful elsewhere.

You may well have a point on Rain; excluding Hasten that slot is getting me ~8 seconds of recharge, 40 seconds without vs 32 seconds with... that would free a second slot for the damage bonus in Aim. Conserve Power I actually use right before the nuke; it stretches the end benefit of a blue so I don't have to stop fighting while waiting for recovery to kick in.

Hasten I'm sorry to admit I constantly forget about; since it isn't auto (that slot going for boost range) I have to actually notice it's recharged and click the bloody thing. Blazing Bolt is a pure pulling tool, not a damage power. I've never been a big fan of snipes and it didn't seem worth the expenditure in slots. It is nice to be able to pull a mob from 300' away although admittedly that doesn't come into play more than once or twice a night. Of all my powers it's certainly the first on the "droppable" list.

Thanks for the thoughts though, I appreciate it.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes