Capping Ranged or S/L Defense?
IMO, I would go for S/L Defense. Because let's face it, we can't purely decimate everything in front of us anymore, and some baddies are going to get really angry and run around the Ice Patch and start slapping you with more rage than an angry ex. So, with your S/L defense being capped, you still have the chance to survive.
I can see the advantage with Ranged Defense, however. If you could fit in Hover (unsure if you're a yeti with a gun or if there's no theme present), the Ranged Defense would be more advantageous, since practically nothing in the game flies (Aside from Freaks, Sky Raiders, and some Rularuu, I believe). With Hover, you could simply sit far enough away from Melee range and just shoot away.
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Honoree flies. He levelled my range-capped Nrg/Nrg hover blaster a few times in Ramiel's arc. But otherwise, range cap + hover is as good a way to get great survivability as any.
Without hover, I'd probably go s/l since melee attacks tend to hit like a rocket propelled mack truck going down a hill compared to ranged attacks.
You can do it but its really painful.
Lets look at the easy stuff
6 points Steadfast,Gladiators armor
11 points from Combat jumping, Maneuvers, Weave
So on the relatively easy and big stuff you have
6 from uniques
11 from pool powers
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17 points of defense
You now need 28 points of ranged defense on top of that
Mako's bite and Thunderstrike will give around 3.75 per set. If you want to go that route get ready to devote 48 slots to it and 8 power picks.
Blessing of the Zephyr used to be a good option when it gave 3 points of defense as it stands now you need 5 power picks and 10 slots to get 6.25% ranged defense. This was always one of those what were they thinking changes. The melee classes always had options that to layer on defense without compromising their builds, using Zephyr on a squishy was certainly a compromise but a livable one.
Anyway if you go for ranged defense you are going to have to significantly slant your build to melee and give up a fair chunk of recharge you could of had. Not really a good trade off in general, it might help you take down a pylon if that is your goal.
80% of damage sources in the game have a lethal/smashing component.
i'd softcap s/l...
For most blaster combinations, S/L defense for sure.
Ranged defense would work better on /En blaster with a primary like Archery.
I have to admit though that you can avoid a lot of the mezzes in the game with ranged defense, so it is a very close call to be honest.
If you hover, go ranged. If you don't, go s/l. Pretty easy choice. Even a mez'ed blaster can still do some pretty nice single target damage, so the fact that ranged def can negate some ranged mez'es doesn't really help much (plus some of those PBAoE stuns are smashing, hand clap anyone?)
If you hover, go ranged. If you don't, go s/l. Pretty easy choice. Even a mez'ed blaster can still do some pretty nice single target damage, so the fact that ranged def can negate some ranged mez'es doesn't really help much (plus some of those PBAoE stuns are smashing, hand clap anyone?)
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That said, you're never going to get past mez effects on a Blaster; they'll always be a problem, even if you soft-cap to Ranged and Smash/Lethal/Energy (which is possible, but not exactly easy), and take Acrobatics. The ability to spam first-tier attacks -- without the benefit of Build Up or Aim, without access to whatever utility/mez powers of your own -- is little more than a parlor trick to be used against tiny spawns in low-difficulty solo missions. Better to pack lots of Break Frees. (Edit: Of course, nowadays, you can take Clarion Destiny for near-perma mez protection, but then you're missing out on one of the other great Destiny options that other ATs can take with a clear conscience.)
More to the point of the thread: S/L is easier to soft cap because you can rely largely on Ancillary/Patron powers to do it. The downside is that you can't layer S/L DEF with meaningful RES because (obviously) you're using your APP/Patron Armor on DEF. So over the full course of the game's content, and assuming you hover, Ranged DEF is safer than S/L. It's not necessarily better, though.
What about soft-capping Melee on a Fire/MM? Lots of PBAoEs, and with Drain Psyche you're right in the middle anyway. Easier or harder (in terms of build compromising, not INF costs) than going for S/L?
What about soft-capping Melee on a Fire/MM? Lots of PBAoEs, and with Drain Psyche you're right in the middle anyway. Easier or harder (in terms of build compromising, not INF costs) than going for S/L?
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When you're in melee range, by contrast, you're subject to attacks from all three positions. AoE is more common too, because almost every melee-skewed mob has at least one point-blank AoE attack.
So if you're gonna play hybrid/Blapper kind of build, Smash/Lethal is your best bet. Most of the melee attacks in the game are Smash/Lethal (swords/fists). Smash/Lethal will also cover you against a lot of ranged/AoE attacks. A lot of the DEF debuffs in the game are ranged S/L attacks, in fact (most notably machine gun fire).
And Smash/Lethal is easier to build around than melee DEF.
If you take Scorpion Shield from the Mace Mastery Patron pool, you may also be able to sneak up to the Energy DEF soft cap with fairly little effort.
What about soft-capping Melee on a Fire/MM? Lots of PBAoEs, and with Drain Psyche you're right in the middle anyway. Easier or harder (in terms of build compromising, not INF costs) than going for S/L?
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My Rad/Fire build can soft cap melee defense with a single small purple insp (which I have to do frequently anyway, machine guns are lethal and have a hefty defense debuff to them). That puts ranged and AoE over 25% at the same time.
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Go for both....
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Go for both....
Code:
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For Great Justice!
[QUOTE=Iggy_Kamakaze;3584495]Go for both....
Wow, that's impressive. Guess I better start saving up..... can you get Gladiator's Armor with Hero Merits or only via the Market (or a PvP drop)?
PVP recipes can be obtained with Hero merits. A lot of hero merits, 35 for the unique.
The Bacon Compels You.
That's a VERY interesting concept - could it be adapted for Fire/Fire? Probably Mace Mastery as Epic for Scorpion Shield S/L Def?
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First off, let me give huge credit where credit is due.
You have accomplished a really amazing thing here. A blaster with Defense that is:
Capped S/L
Capped NRG
Capped Ranged
Capped AoE
Close to Capped Neg
33% Fire/Cold
That's a lot of survivability! And the character still has great End Recovery, has a solid set of good attacks - Fireball, Blaze, Burn, FSC - this blaster build can be said I believe to be well above average.
Before I get to my concerns or criticisms, I want to be crystal clear that none of what I am about to say detracts one whit from the above. It is an amazing build that has perhaps the most survivability I have seen in a blaster.
That's being said, I crafted my own build with a somewhat different set of priorities, to be found here:
http://boards.cityofheroes.com/showthread.php?t=258127
Again, right of the bat, I guarantee you that my build is not as survivable as the one above, however, the one above has its own issues. In no particular order:
-Can you have Hover toggled on while using Burn, or does Burn require that you not be flying? If so, that could make this build too much of a pain to use. Let's assume for the sake of argument that you can be in Hover and use Burn so long as you are near the ground.
-Still, keeping hover on all of the time - necessary for the capped Def - well, let's just say that even with speed enhancements I have always found Hover to be maddeningly slow. Still, I supposed you could use something like Speed on Demand keybinds that automatically switch you from Hover to Fly when you hit a direction, and back to Hover when you are no longer moving.
-The EndDrain on the SuperDef build is slightly higher than my MaxDamage build, but not hugely so.
-The SuperDef build does not have ghetto invis, which my MaxDamage build does (SuperSpeed plus StealthIO) on the other hand, with all the Def, perhaps the SuperDef build can afford to ignore a lot of enemies attacking it.
-The SuperDef builds regen is nice 160%, around 9 HP/second. MaxDamages regen is 12/sec significantly better, although it will certainly take more damage with less Def, so it needs it.
-The three biggest concerns for me are that SuperDef has no great recharge, non-superlative damage, and is missing many attacks.
In terms of recharge, it takes the SuperDef 6.2 sec for recharge Blaze, 12.2 sec for Burn, and 9.7 sec for FSC. The same powers on the MaxDamage side take 2.9s, 7.2s, and 5.8s respectively. Even worse is that BuildUp and Aim take over a minute to recharge on SuperDef, but under 30 seconds on MaxDamage. What does all this mean? Fewer attacks per minute and less use of BU and Aim = less damage.
And the damage each attack does under the SuperDef build is fine, but not superlative. (Note, the following SuperDef numbers are taken with Tactics turned off, because MIDS misleadingly applies the proc BU constantly, when in truth it only has a 5% to fire every 10 seconds, resulting in only about a 2.5% overall damage boost.) Blaze does 395, Burn does 272, and FSC does 208 under SuperDef. However, under MaxDamage, those numbers become 442, 317, and 242 not a night and day difference, but in my eyes, still significant especially when you multiply that by how much more often these attacks are being fired due to the amazing recharge in the MaxDamage build.
Finally, we have to examine the attacks we dont get to even take under SuperDef: Rain of Fire, Fire Breath, Fire Sword, and Inferno three of which add even more awesome AoE, and Fire Sword being a powerful ST attack. (The fact that SuperDef takes Flares while MaxDamage takes Fire Blast is a push, and honestly, Im considering swapping that in my MaxDamage build anyways.) Instead we get the Snipe and Combustion, two of my least favorite attacks.
And its worth noting that if the Incarnate powers can eliminate the end crash as has been reported, taking Inferno gives the MaxDamage build an attack that with Aim and BU can release over 1800 damage in just 3 seconds! In fact, during the 10 second duration of Aim+BU you can release Burn, FSC, and Inferno for a whopping 2800 damage over 10 seconds!! Every 100 seconds!
The reason the MaxDamage build can do so much damage is of course its crazy recharge, its global damage buff, and a careful selection of powers.
Plus I think that during incarnate trials, where this character will be spending most of his time, what he lacks in survivability Defense wise will be filled in by his teammates and other support characters.
Last but not least, I want to point out that none of the above thoughts factor in a T3 musculature, Seers with Fort, another Judgement AoE, or other Incarnate slots.
So, final analysis is that your SuperDef Blaster is an amazing feat of engineering, one I wouldnt have thought was possible but I think I am leaning toward prioritizing sheer damage, even if that means being a *little* more squishy. And bear in mind that my MaxDamage blaster nevertheless still has capped S/L Def, and 36.8% Melee Def.
Thanks for all your time and effort I really appreciate knowing what can be done and how.
For Great Justice!
Yeah I'm sure its not very playable. I just put that together to get s/l/r/a softcap. Maybe you could drop some of those aoe defense along with Hover and pick up hasten and a bit more recharge.
I really don't know anything about blasters...... and I don't even know what I'm doing here..... so lets just all pretend that I was never here
Heheh - you def did a cool thing - gj!
For Great Justice!
Just for interests' sake, here's a build I drew up ages ago for my Fire/MM Blaster, with soft-capped DEF to Smash/Lethal/Energy/Ranged (and ~40ish% to Negative). It is definitely playable, and if I hadn't decided to shelve my Blaster in favor of my Dominator (which is basically a mechanically superior reroll of the same character concept), I'd probably use this build or something very close to it.
That said, the build does make compromises. I don't like not taking Psychic Scream, for instance, because though I rarely use it, it is nice to have a basically continuous ranged AoE attack chain in your backpocket -- and the -recharge debuff is pretty nice too. Also, ideally, I'd prefer to take the Fire APP for thematic reasons, but I've found that high-end Blaster builds heavily favor DEF over RES because the former helps you to avoid the copious mez effects you're gonna face if you solo on anything approaching a high difficulty level.
I'm also not in love with the endurance situation. In normal play, the idea is that you'll use Drain Psyche, which will eliminate any end issues -- but if you go into ranged mode (for hard targets in team content, for instance), there's a shortfall there. Then again, you could (and I do) swap out Spiritual Alpha for Cardiac. Cardiac's extra range is absolutely delicious on Fire Breath and Blaze, but then your recharge becomes mediocre.
Attack chain is Blaze-Blast-Flares. Subdual is slotted as an attack because stacked immobilize and the change in damage type are situationally useful. (Edit: Oh, and I forgot that Mids' automatically turns off Accolades and Alpha bonuses. Please tick them on if you view the build).
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Temper Fugit: Level 50 Natural Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery
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I think you are working too hard to get a high defense to and is missing the point of "Blaster".
You are a blaster and u are made to produce DAMAGE. Heroes are "Team" players who rely on one another. For all my blasters i make i work primarily on damage and Recharge. Then i try and work in defense/resist.
Also problem with Defense on a blaster is
1. the fact that you dont have a lot of resist so if u do get hit IT HURTS.
2. A LOT of defense debuff enemies in the game.
3. NO Defense debuff resistance
4. If a blaster is able to stand in a mob and not get killed without help, I question how much of a team player they are.
5. And because they can tank im always worried that are they going to be any help when it comes to AVs/GM/M/Hami/etc.
Here is my Elect/Eng blaster. My Fire/Eng is, atm, not on this computer.
EDIT: 3 Sec off of perma Hasten with tier 4 Spiritual, 1606 HP (Which is cap), and 14.9 hp/s, Oh and fairly cheap
FYI: The power breakdown and the Set breakdown are for people who do not have mid's.
Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/
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Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Charged Bolts
- (A) Decimation - Accuracy/Damage: Level 40
- (3) Decimation - Damage/Endurance: Level 40
- (3) Decimation - Accuracy/Endurance/Recharge: Level 40
- (5) Decimation - Accuracy/Damage/Recharge: Level 40
- (5) Decimation - Chance of Build Up: Level 40
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (40) Kinetic Combat - Damage/Endurance: Level 35
- (43) Kinetic Combat - Damage/Recharge: Level 35
- (46) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (A) Thunderstrike - Accuracy/Damage: Level 50
- (7) Thunderstrike - Damage/Endurance: Level 50
- (19) Thunderstrike - Damage/Recharge: Level 50
- (19) Thunderstrike - Accuracy/Damage/Recharge: Level 50
- (21) Thunderstrike - Accuracy/Damage/Endurance: Level 50
- (21) Thunderstrike - Damage/Endurance/Recharge: Level 50
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (43) Positron's Blast - Damage/Endurance: Level 50
- (46) Positron's Blast - Damage/Recharge: Level 50
- (48) Positron's Blast - Damage/Range: Level 50
- (48) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (A) Recharge Reduction IO: Level 50
- (7) Recharge Reduction IO: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (9) Luck of the Gambler - Defense: Level 50
- (9) Luck of the Gambler - Defense/Endurance: Level 50
- (11) Karma - Knockback Protection: Level 30
- (11) Kismet - Accuracy +6%: Level 30
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (13) Kinetic Combat - Damage/Endurance: Level 35
- (13) Kinetic Combat - Damage/Recharge: Level 35
- (15) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (17) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (40) Luck of the Gambler - Defense/Endurance: Level 50
- (43) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
- (15) Celerity - +Stealth: Level 50
- (17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
- (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
- (36) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
- (37) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50
- (A) Obliteration - Damage: Level 50
- (34) Obliteration - Accuracy/Recharge: Level 50
- (48) Obliteration - Damage/Recharge: Level 50
- (50) Obliteration - Accuracy/Damage/Recharge: Level 50
- (50) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
- (A) Empty
- (A) Steadfast Protection - Resistance/Endurance: Level 30
- (25) Steadfast Protection - Resistance/+Def 3%: Level 30
- (25) Steadfast Protection - Knockback Protection: Level 30
- (27) Titanium Coating - Resistance/Endurance: Level 50
- (50) Aegis - Psionic/Status Resistance: Level 30
- (A) Expedient Reinforcement - Accuracy/Recharge: Level 50
- (27) Expedient Reinforcement - Accuracy/Damage: Level 50
- (29) Expedient Reinforcement - Damage/Endurance: Level 50
- (29) Expedient Reinforcement - Accuracy/Damage/Recharge: Level 50
- (31) Expedient Reinforcement - Endurance/Damage/Recharge: Level 50
- (31) Expedient Reinforcement - Resist Bonus Aura for Pets: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Recharge Reduction IO: Level 50
- (A) Ragnarok - Damage: Level 50
- (33) Ragnarok - Damage/Recharge: Level 50
- (33) Ragnarok - Accuracy/Damage/Recharge: Level 50
- (33) Ragnarok - Accuracy/Recharge: Level 50
- (34) Ragnarok - Damage/Endurance: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (37) Luck of the Gambler - Defense: Level 50
- (37) Luck of the Gambler - Defense/Endurance: Level 50
- (A) Kinetic Combat - Accuracy/Damage: Level 35
- (39) Kinetic Combat - Damage/Endurance: Level 35
- (39) Kinetic Combat - Damage/Recharge: Level 35
- (39) Kinetic Combat - Damage/Endurance/Recharge: Level 35
- (40) Crushing Impact - Accuracy/Damage/Endurance: Level 50
- (A) Reactive Armor - Endurance: Level 40
- (42) Reactive Armor - Resistance: Level 40
- (42) Reactive Armor - Resistance/Endurance: Level 40
- (42) Reactive Armor - Resistance/Endurance/Recharge: Level 40
- (A) Positron's Blast - Accuracy/Damage: Level 50
- (45) Positron's Blast - Damage/Endurance: Level 50
- (45) Positron's Blast - Damage/Recharge: Level 50
- (45) Positron's Blast - Damage/Range: Level 50
- (46) Positron's Blast - Accuracy/Damage/Endurance: Level 50
- (A) Luck of the Gambler - Recharge Speed: Level 50
- (A) Recharge Reduction IO: Level 50
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl
- (A) Empty
Level 1: Sprint
- (A) Empty
- (A) Empty
Level 2: Swift
- (A) Run Speed IO: Level 50
- (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
- (31) Miracle - +Recovery: Level 40
- (A) Jumping IO: Level 50
- (A) Performance Shifter - EndMod: Level 50
- (23) Performance Shifter - EndMod/Recharge: Level 50
- (23) Performance Shifter - Chance for +End: Level 50
Set Bonus Totals:
- 8.5% DamageBuff(Smashing)
- 8.5% DamageBuff(Lethal)
- 8.5% DamageBuff(Fire)
- 8.5% DamageBuff(Cold)
- 8.5% DamageBuff(Energy)
- 8.5% DamageBuff(Negative)
- 8.5% DamageBuff(Toxic)
- 8.5% DamageBuff(Psionic)
- 16.75% Defense(Smashing)
- 16.75% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 11.44% Defense(Energy)
- 11.44% Defense(Negative)
- 3% Defense(Psionic)
- 11.75% Defense(Melee)
- 14.25% Defense(Ranged)
- 5.5% Defense(AoE)
- 2.25% Max End
- 70% Enhancement(RechargeTime)
- 49% Enhancement(Accuracy)
- 14% FlySpeed
- 171.68 HP (14.25%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- Knockback (Mag -8)
- Knockup (Mag -8)
- MezResist(Confused) 2.5%
- MezResist(Held) 2.5%
- MezResist(Immobilize) 14.6%
- MezResist(Sleep) 2.5%
- MezResist(Stun) 4.7%
- MezResist(Terrorized) 2.5%
- 15% (0.251 End/sec) Recovery
- 40% (2.012 HP/sec) Regeneration
- 10% Resistance(Smashing)
- 10% Resistance(Lethal)
- 15.67% Resistance(Fire)
- 15.67% Resistance(Cold)
- 10% Resistance(Energy)
- 10% Resistance(Negative)
- 10% Resistance(Toxic)
- 13% Resistance(Psionic)
- 14% RunSpeed
Set Bonuses:
Decimation
(Charged Bolts)
- MezResist(Immobilize) 2.75%
- 13.55 HP (1.125%) HitPoints
- 2.25% Max End
- 6.25% Enhancement(RechargeTime)
(Power Thrust)
- MezResist(Immobilize) 2.75%
- 18.07 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Lightning Bolt)
- 2% (0.033 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Ball Lightning)
- 2.5% (0.042 End/sec) Recovery
- 1.575% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Combat Jumping)
- 10% (0.503 HP/sec) Regeneration
- 13.55 HP (1.125%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)
- Knockback (Mag -4), Knockup (Mag -4)
(Bone Smasher)
- MezResist(Immobilize) 2.75%
- 18.07 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Maneuvers)
- 10% (0.503 HP/sec) Regeneration
- 13.55 HP (1.125%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Super Speed)
- 1.25% Defense(Ranged), 0.625% Defense(Energy), 0.625% Defense(Negative)
(Tactics)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.59 HP (1.875%) HitPoints
- 2.5% (0.042 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Short Circuit)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
(Tough)
- 1.5% (0.025 End/sec) Recovery
- 18.07 HP (1.5%) HitPoints
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
- Knockback (Mag -4), Knockup (Mag -4)
(Tough)
- 3% Resistance(Psionic)
(Voltaic Sentinel)
- Status Resistance 2.5%
- 3% DamageBuff(All)
- 6.25% Enhancement(RechargeTime)
- 10% (0.503 HP/sec) Regeneration
- 3.125% Defense(Ranged), 1.563% Defense(Energy), 1.563% Defense(Negative)
- 10% Resistance(All)
(Thunderous Blast)
- 4% (0.067 End/sec) Recovery
- 2.52% Resistance(Fire,Cold)
- 15% Enhancement(Accuracy)
- 10% Enhancement(RechargeTime)
(Weave)
- 10% (0.503 HP/sec) Regeneration
- 13.55 HP (1.125%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Total Focus)
- MezResist(Immobilize) 2.75%
- 18.07 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.875% Defense(Melee)
(Charged Armor)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.625% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.625% Defense(Melee)
(Static Discharge)
- 2.5% (0.042 End/sec) Recovery
- 1.575% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Vengeance)
- 7.5% Enhancement(RechargeTime)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.59 HP (1.875%) HitPoints
Thorns - Spines/Willpower Scrapper (1366 Badges)
I suggest if u want a Fire blast and be able to solo mobs with ease and rip through things then make a Corrupter.
EDIT: you probably have already made it and trying to slot it so try making a corrupter and compare your playing style between the two
Blasters make up for Defenders/Controllers. Corrupters are stand alone toon because their counterparts can solo easy too. Villains are villains and go at it alone. Heroes are heroes and work together.
Thorns - Spines/Willpower Scrapper (1366 Badges)
Im currently leveling an AR/Ice blaster and I have two potential builds I can follow one caps ranged defense and one caps S/L defense. Purpose is (eventually) to sit behind an Ice Patch and laugh manically as I Full Auto mobs.
With both builds I can fit in all the powers I really want (Full Auto, Build Up, Ice Patch, Flamethrower, and Ignite). In the ranged-capped build I can fit in a few more LoTG recharges and have Full Auto up a bit faster. But the ranged-capped build is a bit tight in slots. In the S/L capped build, theres a bit more room with the slots and I can get Slug and Buckshot (I do like Buckshot too, just dont absolutely need it) the slotting I want for them.
So .. with all else being equal, would you choose to cap ranged defense or S/L defense? I cant see a huge difference between them, aside from the fact that I might have to avoid Carnies with a S/L capped build.
TIA for any thoughts, inputs, or forum wisdom.