Enhancing blaster damage


Another_Fan

 

Posted

After character creation, what are some of the ways to enhance blaster damage to the fullest beyond enhancements?

There are the obvious means of increasing damage such as fully slotting purple io's and having every incarnate power tree completed. What are some of the more obscure methods?

I thought awhile back I saw a power from something that permanent, an icon on another players buff bar which added some small percentage to damage. I assumed it was from a certain collection of badges.


 

Posted

You might be referring to the CoP trial's 7-day buff, which can be +damage.

You can also get +damage from IO bonuses, Assault, Musculature alpha, and fast recharging BU and Aim.


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

If not a hero or an alpha-unlocked 50, do the Mortimer Kal Strike Force in Sharkhead Isle - it'll give you a semi-permanent minor damage increase, lasting until you unlock your alpha incarnate slot.

If, on the other hand, you are alpha-unlocked - well, Musculature Alpha adds damage, increasing amounts ignoring ED as you increase its tier.

While obvious, fast-recharging Aim and Build Up powers help, as does the Assault power from the Leadership pool. Vengeance also adds damage, but it requires teammates face-planting. (As a blaster, you should be quite cross if it happens, seeing as how it's your job.) You can get additional chances for free build ups from certain IO procs, mainly Gaussian's (which is probably best in Leadership-pool Tactics, for a blaster) and Decimation (which goes in your most-spammed ranged attack.)

Recharge will also increase your damage output - both by letting you use your best attacks more often, and by recharging Aim and Build Up. Hasten, the Spiritual Alpha and one of the Destiny incarnate powers can help on this front.

The Reactive Interface incarnate power can add damage over time to all your attacks, as well as reducing enemy resistance slightly.

Reducing enemy resistances helps, but you're fairly limited in that aspect as a Blaster - Sonic Blast damaging powers do it by default, and the Surveillance and Melt Armor powers from Munitions and Blaze mastery respectively can add some, though it pales in comparison to what bane spiders, sonic defenders and such can stack up.

And, finally, last but not least - Defiance. You'll automatically gain damage bonuses just by doing what you do best - blasting! As a blaster, there's no reason to ever stop attacking unless you've already faceplanted.

Teammates also deserve a mention - Kinetics, Empathy, Pain Domination, Radiation Emission, Pool Leadership and Spider/Widow Teamwork can all provide damage buffs of varying strength. (Empaths and Pain-types especially should keep you Fortituded, Adrenalin Boosted and/or Painbringered as much as possible - I mean, why else would you want them around? (Apart from scraping you off the floor when necessary, of course.(Though the pain-types especially should consider you faceplanting around them a privilege, what with them getting buffs from picking you up and all.)))


 

Posted

Hmm how about a fire/fire blaster with a 53% damage bonus (42.5% from set IO and 10.5% from assault)? That's before adding in any extra incarnate damage bonuses.

Probably too expensive to make in-game, but fun to tweak around with.



Hero Plan by Mids' Hero Designer 1.93
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Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Flares -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Dmg/Rchg(9), Apoc-Acc/Dmg/Rchg(25), Apoc-Acc/Rchg(37)
Level 1: Ring of Fire -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(11), Dev'n-Acc/Dmg/Rchg(25), Thundr-Dmg/EndRdx/Rchg(39)
Level 2: Fire Blast -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Dmg/EndRdx(5), Dev'n-Dmg/Rchg(13), Dev'n-Acc/Dmg/Rchg(27), Thundr-Dmg/EndRdx/Rchg(40)
Level 4: Fire Ball -- JavVoll-Acc/Dmg/End/Rech(A), JavVoll-Acc/Dmg(5), JavVoll-Dam/Rech(15), JavVoll-Dam/End/Rech(27), Det'tn-Dmg/Rchg(40)
Level 6: Fire Sword -- GS-Acc/Dmg/End/Rech(A), GS-Acc/Dmg(7), GS-Dam/Rech(15), GS-Dam/End/Rech(31), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 8: Fire Breath -- JavVoll-Acc/Dmg/End/Rech(A), JavVoll-Acc/Dmg(9), JavVoll-Dam/Rech(17), JavVoll-Dam/End/Rech(31), Posi-Dmg/Rng(43)
Level 10: Fire Sword Circle -- FotG-Acc/Dmg/End/Rech(A), FotG-Acc/Dmg(11), FotG-Dam/Rech(17), FotG-Dam/End/Rech(31), M'Strk-Dmg/EndRdx/Rchg(43)
Level 12: Rain of Fire -- JavVoll-Acc/Dmg/End/Rech(A), JavVoll-Acc/Dmg(13), JavVoll-Dam/Rech(19), JavVoll-Dam/End/Rech(33), Det'tn-Dmg/Rchg(43)
Level 14: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(37), RechRdx-I(39)
Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(37), RechRdx-I(39)
Level 18: Blaze -- Dev'n-Acc/Dmg/EndRdx/Rchg(A), Dev'n-Dmg/EndRdx(19), Dev'n-Dmg/Rchg(21), Dev'n-Acc/Dmg/Rchg(34), Thundr-Dmg/EndRdx/Rchg(46)
Level 20: Combat Jumping -- Krma-ResKB(A), Ksmt-ToHit+(48), LkGmblr-Rchg+(50)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Super Speed -- Run-I(A)
Level 26: Aid Other -- Heal-I(A)
Level 28: Aid Self -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(29), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(34), Dct'dW-Heal/EndRdx/Rchg(46)
Level 30: Consume -- Acc-I(A)
Level 32: Inferno -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(33), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(50)
Level 35: Burn -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(36), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(48)
Level 38: Assault -- EndRdx-I(A)
Level 41: Web Envelope -- RtngG-Acc/Immob/Rchg(A), RtngG-Acc/Rchg(42), RtngG-EndRdx/Immob(42), RtngG-Acc/EndRdx(42)
Level 44: Summon Spiderlings -- S'bndAl-Dmg/EndRdx(A), S'bndAl-Dmg/Rchg(45), S'bndAl-Acc/Dmg/Rchg(45), S'bndAl-Acc/Rchg(45), ExRmnt-EndRdx/Dmg/Rchg(46)
Level 47: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(48)
Level 49: Maneuvers -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Defiance
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(7), EndMod-I(21)
Level 4: Ninja Run


The Bacon Compels You.

 

Posted

Quote:
Originally Posted by JohnnyKilowatt View Post
Hmm how about a fire/fire blaster with a 53% damage bonus (42.5% from set IO and 10.5% from assault)? That's before adding in any extra incarnate damage bonuses.

Probably too expensive to make in-game, but fun to tweak around with.
Cool Build, so about 80% constantly factoring in incarnate bonuses (if you chose musculature core paragon) That's pretty amazing, nearly a second build up. I'd expected to see the powers underenhanced like most of these odd builds are but you've got some clever slotting there.

If those PvP IO's were more readily available that'd be fun to try out.


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

Posted

That's an interesting build, JohnnyKilowatt. You could free up a slot by using a botz -kb in SS and dropping the karma from CJ.


 

Posted

This isn't boosting the damage of each attack, but I'd suggest running Herostats and see what is your most damaging attacks. Though I already know what they are for a fire blaster as my main is one.

Blaze is it. Period. Unless you count your nuke, which is it, but I forget I have it and the small downtime gives me a bit of anxiety unless I'm finishing off the group. Fireball can sometimes, depending on the mission analyzed, barely squeak past Blaze.

Flares is worthless. Who cares about how Defiance lets us fire it mezzed. Flares is worthless.

If you want more damage from Blaze, slot a range IO in the sixth. The gray words "Out of Range" don't do any damage.

And I'll disagree that Musculature will boost your damage best, recharge will boost your damage. It's easier to get and a 8% rech gives the same damage over time as a 8% damage. You'll get 8% more attacks per unit of time.

Granted, all this depends on reaction time and the choice of the right attack under that situation. It's hard to remember that DoT is your friend.

I'm a fire/ice, and when a tank gets a huge grouping, a rain with 7s flying off the enemies can do some epic damage numbers. Unfortunately, Herostats can't track pet damage.

Edit: I re-read and it doesn't say you have a fire blaster. Though, if you want more damage, that's what you pick.


 

Posted

I like flares more than fire blast. mostly because i really dislike 1.67 animations


 

Posted

Quote:
Originally Posted by Beltzhak View Post
I like flares than fire blast. mostly because i really dislike 1.67 animations
Except fire blast is 1.2s :\


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

Posted

Quote:
Originally Posted by Katten View Post
Except fire blast is 1.2s :\
Not the Blaster version.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Purely subjectively, it does feel like blasters could use a damage buff given what they trade off in survivability.

I have a Fire/MM that is soft-cap to S/L and pretty survivable -- runs pylons in decent time etc. But his dps pales compared to shield scrappers or even some of the more absurd single-target builds like Crabs or Cold/* trollers.


 

Posted

Quote:
Originally Posted by Postagulous View Post
This isn't boosting the damage of each attack, but I'd suggest running Herostats and see what is your most damaging attacks. Though I already know what they are for a fire blaster as my main is one.

Blaze is it. Period. Unless you count your nuke, which is it, but I forget I have it and the small downtime gives me a bit of anxiety unless I'm finishing off the group. Fireball can sometimes, depending on the mission analyzed, barely squeak past Blaze.

Flares is worthless. Who cares about how Defiance lets us fire it mezzed. Flares is worthless.

If you want more damage from Blaze, slot a range IO in the sixth. The gray words "Out of Range" don't do any damage.

And I'll disagree that Musculature will boost your damage best, recharge will boost your damage. It's easier to get and a 8% rech gives the same damage over time as a 8% damage. You'll get 8% more attacks per unit of time.

Granted, all this depends on reaction time and the choice of the right attack under that situation. It's hard to remember that DoT is your friend.

I'm a fire/ice, and when a tank gets a huge grouping, a rain with 7s flying off the enemies can do some epic damage numbers. Unfortunately, Herostats can't track pet damage.

Edit: I re-read and it doesn't say you have a fire blaster. Though, if you want more damage, that's what you pick.
I am new to blasters, but have been thinking about +recharge versus +damage, a lot. here is my (very uneducated) take. Say you get your recharge up with your alpha instead of your damage, and the net effect is same damage over time. Cool. Two things have to still be different. Damage per activation in burst damage, and endurance spent.

Another thought. You can get recharge up pretty far using global recharge bonuses without even gimping a build. Takes a lot of in game resources for I/Os, but it is doable. Then the Alpha recharge gives back less.

What I plan to do is slot some purple sets, some LOTG, look careful at my ST and AoE attack chains, ensuring those attacks are at/near damage ED. Then pop the Alpha musculature route. I can see the argument being made that Musculature gives back less at ED cap, and that is true. But we are talking pure gravy here. For the same 2 second (or whatever) animation, and X endurance cost, the damage goes up. No other way to pump that number in that same animation than simple get more damage.

I will also be looking at procs for -res, and procs for +buildup. More is always more. The build I am looking for is pure glass cannon.

My feeling is this will maximize damage per attack, AND maximize damage per endurance used. I am basically using common sense for my only real survival tool. (Oh yeah, gonna see a lot of floor tiles.) I am using the Stealth power pool to help with both soloing story arcs, and helping in TFs. A dead blaster isn't doing anybody any good. A blaster is like a business, it's all about location. To add more I even through a +stealth freebird into fly. that way my 1st stealth pick actually went to stealth teammate, and I can move do stealth without movement penalties. I did take invisibility and will be taking Phase Shift. Take that Rikti drones!


 

Posted

I didn't go all in like JohnnyKilowatt but yes, I play as fire/fire/fire and I do have around 30% damage increase from IO's and I do have assault, plus it's not really a damage buff but I do have melt armor and my reactive interface alpha. However, the first line of my original post says I'm looking for anything -after- character creation, as in I'm not looking for the best or most damage dealing class (entirely debatable) but rather things that will definately add bonuses to anyone willing to work for them.

A nice find I obtained yesterday was Geas of the Kind Ones. Though it's only once every 25 minutes, with everything else I have I hit the recharge cap easily for at least a minute.

It's little things like that I'm looking for.


 

Posted

Yeah, getting all Accolade powers on any character that you are serious about is always recommended. Thought you were talking about how to pull the engine apart, and as you put it back together put in all the right parts to make it go to 11.


 

Posted

Quote:
Originally Posted by Postagulous View Post
This isn't boosting the damage of each attack, but I'd suggest running Herostats and see what is your most damaging attacks. Though I already know what they are for a fire blaster as my main is one.

Blaze is it. Period. Unless you count your nuke, which is it, but I forget I have it and the small downtime gives me a bit of anxiety unless I'm finishing off the group. Fireball can sometimes, depending on the mission analyzed, barely squeak past Blaze.

Flares is worthless. Who cares about how Defiance lets us fire it mezzed. Flares is worthless.

If you want more damage from Blaze, slot a range IO in the sixth. The gray words "Out of Range" don't do any damage.

And I'll disagree that Musculature will boost your damage best, recharge will boost your damage. It's easier to get and a 8% rech gives the same damage over time as a 8% damage. You'll get 8% more attacks per unit of time.

Granted, all this depends on reaction time and the choice of the right attack under that situation. It's hard to remember that DoT is your friend.

I'm a fire/ice, and when a tank gets a huge grouping, a rain with 7s flying off the enemies can do some epic damage numbers. Unfortunately, Herostats can't track pet damage.

Edit: I re-read and it doesn't say you have a fire blaster. Though, if you want more damage, that's what you pick.

You said Flares sucks. The rest of your post isn't worth reading and everyone should ignore what you just said.

Flares is AWESOME.


"PvP Messiah"

 

Posted

Quote:
Originally Posted by Cold_X View Post
You said Flares sucks. The rest of your post isn't worth reading and everyone should ignore what you just said.

Flares is AWESOME.
Yep. I had fireblast for like 7 years on my blaster, and recently changed to flares. There's no question, blast was much better before. But now flares is better imo. The extra delay they added for fireblast really killed the power for me.

My flares is slotted with 3 procs, including an apoc and a glad jav. If you think that using a power with 3 procs every 1-2 secs is "worthless", I'm not really sure how to counter that.


 

Posted

Quote:
Originally Posted by Obitus View Post
Wait waaat? That's awful, for the one AT That's supposed to the most damage it's given the slower option? (Corr and scrap both came in quicker).


"Fascinating. I'm not bored at all, I swear." -Kikuchiyo

 

Posted

Castle felt it was important to balance blasters by making all blaster sets perform equally in a useless state that should be avoided, that is, while mezzed.

While we're at it, we should also balance defenders by normalizing their primaries while in a useless state that should be avoided, that is, while AFK and autofollowing the tank. Replacing the tier 1 of each primary with a Healing Aura clone ought to do it.


 

Posted

Quote:
Originally Posted by Katten View Post
Wait waaat? That's awful, for the one AT That's supposed to the most damage it's given the slower option? (Corr and scrap both came in quicker).
Don't forget Tankers and, perhaps most galling, Dominators. (Note the damage as well as the cast time.)

As Rigel noted, the first and second-tier attacks in Blaster Primaries were normalized for activation some time ago, in large part (I think) as a response to persistent complaints that Ice and Fire had an enormous advantage. Oddly enough, tier 3 attacks and Secondary attacks remain un-normalized, AFAIK.

So if you're playing Fire/Fire, your best ranged attack chain heavily features Ring of Fire, which -- in contrast to Fire Blast -- is much better for Blasters than it is for other ATs. It does Fire Blast damage in ~2/3rds of Blast's activation. Toss in the fact that stacked immobilize is enormously useful against AVs, and the allegedly melee-focused */Fire Secondary becomes one of the very best options for ranged specialists, too.

(You're looking for either Blaze-Ring-Blast or Blaze-Ring-Flares, depending on which aesthetic you prefer and how much +recharge you can muster. Both are noticeably superior for pure ST DPS to the classic Blaze-Blast-Flares chain, which despite belonging to the presumed damage-specialist Primary set on a damage-specialist AT, is really not all that impressive in the grand scheme of things.)

For what little it's worth, one of the kind of silly reasons I prefer my Dom is that I just can't get over the fact that the Dom version of Blast is markedly superior to the Blaster's. The Blaster still does more damage overall (better Blaze, better recharge on Fireball, Defiance), but it's the principle of the thing, man.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Cold_X View Post
You said Flares sucks. The rest of your post isn't worth reading and everyone should ignore what you just said.

Flares is AWESOME.
Really? What?

Am I really waiting 1.67 seconds on Blast? I regularly buzzsaw blast-ball-blaze. Just got carpal tunnel doing it on Marauder. But it sure doesn't feel like 1.67 seconds for blast. Looking at it, Flares, which I don't even keep on my toolbar, gets better dps.

I'll have to look into how Chilblain might work into my "new way." [insert old man "hmmph" here]

On flares, what does the 8.5 second duration mean?


 

Posted

I think 1.67 animations are dumb in general other than mental blasts secondary which looks stupid but doesnt root you like you are getting held.
Would much prefer if all blaster t2 attacks become 1,2.
Also making powerpush a decent dpa attack like they did for doms.


 

Posted

Quote:
Originally Posted by Rigel_Kent View Post
Castle felt it was important to balance blasters by making all blaster sets perform equally in a useless state that should be avoided, that is, while mezzed.

While we're at it, we should also balance defenders by normalizing their primaries while in a useless state that should be avoided, that is, while AFK and autofollowing the tank. Replacing the tier 1 of each primary with a Healing Aura clone ought to do it.
I laughed, then I thought about how he fixed shield charge vs Hail of bullets.

Quote:
Originally Posted by Obitus View Post

For what little it's worth, one of the kind of silly reasons I prefer my Dom is that I just can't get over the fact that the Dom version of Blast is markedly superior to the Blaster's. The Blaster still does more damage overall (better Blaze, better recharge on Fireball, Defiance), but it's the principle of the thing, man.
Sleet with a tier 3+ radial reactive, If I am reading the patch notes right


 

Posted

Quote:
Originally Posted by Postagulous View Post
Am I really waiting 1.67 seconds on Blast? I regularly buzzsaw blast-ball-blaze. Just got carpal tunnel doing it on Marauder. But it sure doesn't feel like 1.67 seconds for blast. Looking at it, Flares, which I don't even keep on my toolbar, gets better dps.
The DPS of Flares and Blast are close enough to be a wash (Blast can beat out Flares, IIRC, depending on how much of the DOT on Blast lands). The opportunity cost of Blast is higher, since it locks you out of other actions for longer than Flares.

Quote:
Originally Posted by Postagulous View Post
I'll have to look into how Chilblain might work into my "new way." [insert old man "hmmph" here]
If you are thinking Chiblain might be like Ring of Fire damage-wise, don't. Ring of Fire is leagues ahead.

Quote:
Originally Posted by Postagulous View Post
On flares, what does the 8.5 second duration mean?
That is the Defiance buff duration.


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 Another_Fan View Post
I laughed, then I thought about how he fixed shield charge vs Hail of bullets.



Sleet with a tier 3+ radial reactive, If I am reading the patch notes right
Yeah im going to defeat lt's now before combustion finish animating lol.
Already dropping minions fast with just hot feet.


 

Posted

Yep RoF boosts Defiance more than Rain of Fire. More than Blaze. WAY more than Fireball. Not sure about the other set's Immobs but Ring of Fire is great for Deviance. Plus, out of the box if the target is around for the whole DoT it does more damage than Blast.

Go figure.


"Comics, you're not a Mastermind...you're an Overlord!"