Enhancing blaster damage


Another_Fan

 

Posted

Quote:
Originally Posted by Comicsluvr View Post
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.
Unless the attack is an AoE, the defiance bonus and duration depends solely on its cast time. There's no bias towards any powers.


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

Quote:
Originally Posted by Comfort View Post
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.
Though it may touch on the category of character creation, if you have the slot to spare, consider a 2-slotted hurdle in combination with combat jumping. The two together almost deliver suppression-less movement, and will give you an advantage as you change ranges to maximize cones, AoE, and melee damage, as well as an active defense. This is especially the case if you can joust and kite to properly set up your next attack, and 'avoid' some of the rooting/animation times.

High damage and recharge is always great, but delivering the combination of the two more efficiently is just as important.


 

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.
I actually think the DPS of my build is higher.

Sure you have a 100+99+42.5+10.5+30(musc) = 282% damage boost on your attacks, while mine is only 100+99+22+10.5+30 = 261.5%, but that's only a difference of 7.2% and I think I more than make up for it with my crazy recharge, which lets me fire Blaze and other higher damaging attack more often, not to mention use Aim and BU every 28 sec (and nearly perma Hasten).

It's been quite fun to play this guy in the incarnate trials as well - he's at 2 T4's and 3 T3's currently. (He also has capped S/L Def and very good Melee Def.)

So long story short, while your global damage is the highest I have seen, I think you have lowered your overall dps in its pursuit.

Hero Plan by Mids' Hero Designer 1.93
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Flares -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(23), Decim-Dmg/Rchg:40(40), Decim-Acc/Dmg/Rchg:40(48), Decim-Build%:40(50)
Level 1: Ring of Fire -- Dmg-I:50(A)
Level 2: Fire Ball -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(3), Ragnrk-Acc/Dmg/Rchg:50(3), Ragnrk-Acc/Rchg:50(9), Ragnrk-Dmg/EndRdx:50(15)
Level 4: Fire Sword -- T'Death-Acc/Dmg:40(A), T'Death-Dmg/EndRdx:40(5), T'Death-Dmg/Rchg:40(5), T'Death-Acc/Dmg/EndRdx:40(7), T'Death-Dmg/EndRdx/Rchg:40(7), T'Death-Dam%:40(9)
Level 6: Rain of Fire -- Posi-Dam%:50(A), Posi-Acc/Dmg/EndRdx:50(27), Posi-Dmg/EndRdx:50(39), Posi-Dmg/Rchg:50(39), Posi-Dmg/Rng:50(39)
Level 8: Fire Breath -- Posi-Dam%:50(A), Posi-Dmg/EndRdx:50(27), Posi-Dmg/Rchg:50(43), Posi-Dmg/Rng:50(46), Posi-Acc/Dmg/EndRdx:50(48)
Level 10: Fire Sword Circle -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(11), Oblit-Dmg/Rchg:50(11), Oblit-Acc/Dmg/Rchg:50(13), Oblit-Acc/Dmg/EndRdx/Rchg:50(13), Oblit-%Dam:50(15)
Level 12: Aim -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(17)
Level 14: Fire Blast -- Dmg-I:50(A)
Level 16: Build Up -- AdjTgt-Rchg:50(A), AdjTgt-ToHit/Rchg:50(37)
Level 18: Blaze -- Apoc-Dmg:50(A), Apoc-Dmg/Rchg:50(19), Apoc-Acc/Dmg/Rchg:50(19), Apoc-Acc/Rchg:50(21), Apoc-Dmg/EndRdx:50(21)
Level 20: Boxing -- Acc-I:50(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+:30(A), GA-3defTpProc:50(23)
Level 24: Weave -- EndRdx-I:50(A), LkGmblr-Def/EndRdx:50(25), LkGmblr-Def:50(25), LkGmblr-Rchg+:50(42)
Level 26: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(40)
Level 28: Consume -- EndMod-I:20(A), EndMod-I:50(34)
Level 30: Maneuvers -- EndRdx-I:50(A), LkGmblr-Def/EndRdx:50(31), LkGmblr-Def:50(31), LkGmblr-Rchg+:50(43)
Level 32: Inferno -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
Level 35: Burn -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(36), Oblit-Dmg/Rchg:50(36), Oblit-Acc/Dmg/Rchg:50(36), Oblit-Acc/Dmg/EndRdx/Rchg:50(37), Oblit-%Dam:50(37)
Level 38: Assault -- EndRdx-I:30(A)
Level 41: Scorpion Shield -- EndRdx-I:50(A), LkGmblr-Def/EndRdx:50(42), LkGmblr-Def:50(42), LkGmblr-Rchg+:50(43)
Level 44: Web Envelope -- Enf'dOp-Acc/Rchg:50(A), Enf'dOp-EndRdx/Immob:50(45), Enf'dOp-Acc/EndRdx:50(45), Enf'dOp-Immob/Rng:50(45), Enf'dOp-Acc/Immob/Rchg:50(46), Enf'dOp-Acc/Immob:50(46)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(48), RechRdx-I:50(50)
Level 49: Super Speed -- Clrty-Stlth:50(A), Zephyr-ResKB:50(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
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 -- Mrcl-Rcvry+:40(A), Numna-Regen/Rcvry+:50(29)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(17), P'Shift-EndMod/Rchg:50(29), P'Shift-EndMod/Acc:50(31), P'Shift-EndMod/Acc/Rchg:50(40)



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For Great Justice!

 

Posted

Quote:
Originally Posted by Another_Fan View Post
Sleet with a tier 3+ radial reactive, If I am reading the patch notes right
Ice does seem to be the APP of choice for Doms these days, but I'd have to give up Fireball and Rain of Fire to get it. There is an advantage for the Blaster in this comparison; it's just absolutely trivial when weighed against all of the vast disadvantages the Blaster has relative to the Dominator.

Fire/Mental is also one of the better Blaster damage dealers, so it's hardly a great argument in the AT's favor that Fire/Mental can beat out a Dominator on straight damage. I'd be shocked if my Dom didn't beat out other Blaster sets rather handily.

But all of that is off-topic. Back to the point: Blast is worse than a lot of people think, but its DPA is roughly the same as Flares'; if you prefer the way Blast looks, then go for it. (Edit: And for most Fire/* Blasters, it isn't an either/or proposition anyway, so the whole comparison is sorta overblown.)


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Postagulous View Post
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.
You're waiting 1.848 seconds on each Blast activation, once you account for Arcanatime (server ticks). The animation itself remains as short as ever (AFAICT), but if you're looking for it, you'll notice a dead space at the end; if you're not hip to the difference between animation and activation time, that dead space may appear to be just general sluggishness (like client-server lag or whatever).

And btw, you'd need ~527% recharge in Fireball to buzzsaw the above-quoted attack chain. The cap is 500%, so I don't see that happening. If you are going to include Fireball in your attack chain (which is a good idea if the situation permits it), then you're looking for something more along the lines of Blaze-Blast-Ball-Blaze-Blast-Flares.

Quote:
I'll have to look into how Chilblain might work into my "new way." [insert old man "hmmph" here]
It's nice to have a slotted Chilblain just so you lose less damage when you want the immobilize, but as Strato noted, Chil ain't no Ring.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Uh, oh. Metatron whipped it out....

[She's got Spiritual Total Core Revamp if you wanna turn on the Incarnate.]

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My current project with her isn't getting the Lambda things, but replacing the higher level LotG's with level 25's. This is an asbuilt, that's why the enh are still at level 41 at times, because it doesn't make enough difference to me to change them.


 

Posted

Since I stopped using fire blast I've noticed a big bump in dps.

I would have never have even guessed I needed to drop the 2nd primary power in my power set.


 

Posted

Quote:
Originally Posted by Metatron_NA View Post
I actually think the DPS of my build is higher.
I think you missed the point of my post. Read the line after the one you quoted. It wasn't intended to be a serious build.


The Bacon Compels You.

 

Posted

Quote:
Originally Posted by Obitus View Post
And btw, you'd need ~527% recharge in Fireball to buzzsaw the above-quoted attack chain. The cap is 500%, so I don't see that happening. If you are going to include Fireball in your attack chain (which is a good idea if the situation permits it), then you're looking for something more along the lines of Blaze-Blast-Ball-Blaze-Blast-Flares.
I didn't mean the sequence I listed, I was just saying I did only those. My dashes were very misleading. I go between blaze [recharges in 2.74] and blast [recharges in 1] and put ball in when I can, if it makes sense. Chaining that stuff is the only thing that really hits my endurance, and really, I can't sustain it for over a minute or two.

And I like that you mentioned that it shouldn't be a competition between Flares vs Blast, though I think I started that since I said Flares sucked [ignorantly] and that I didn't have it on any of my toolbars. And it's hard to add it in, as I've gotten used to which keys the attacks are on.


 

Posted

This discussion is interesting. Its not very often that people discuss further enhancing blaster damage. Most people go for soft-capped defense of some sort. Well since yall are tossing out builds that are similar to mine I guess I'll post mine. This is my current build for my main Crim the Cold on Freedom. With accolades he is hp capped as well as the bonuses listed here. Enjoy.

Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Flight
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Subdual -- Empty(A)
Level 2: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(9)
Level 4: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(11), Ragnrk-Acc/Dmg/Rchg(11), Ragnrk-Acc/Rchg(13), Ragnrk-Dmg/EndRdx(13)
Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(17)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21)
Level 10: Mind Probe -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dmg/Rchg(25)
Level 12: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(25), GSFC-ToHit/Rchg/EndRdx(27), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(50)
Level 14: Telekinetic Thrust -- T'Death-Acc/Dmg(A), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(29)
Level 16: Concentration -- GSFC-ToHit(A), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(48), GSFC-ToHit/EndRdx(48)
Level 18: Blaze -- Apoc-Dmg(A), Apoc-Dmg/Rchg(31), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(33), Apoc-Dmg/EndRdx(33)
Level 20: Assault -- EndRdx-I(A)
Level 22: Stealth -- LkGmblr-Rchg+(A)
Level 24: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 26: Blazing Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(34), Dev'n-Dmg/Rchg(34), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Acc/Dmg/EndRdx/Rchg(36)
Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Acc/Rchg(36), CoPers-Conf%(36), CoPers-Acc/Conf/Rchg(37), CoPers-Conf/EndRdx(37)
Level 30: Invisibility -- LkGmblr-Rchg+(A)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39)
Level 35: Drain Psyche -- P'Shift-EndMod/Acc(A), Efficacy-EndMod/Acc(40)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(43), RedFtn-EndRdx(43), LkGmblr-Rchg+(46)
Level 44: Summon Spiderlings -- S'bndAl-Acc/Rchg(A), S'bndAl-Dmg/Rchg(45), S'bndAl-Acc/Dmg/Rchg(45), S'bndAl-Dmg/EndRdx(45)
Level 47: Hover -- LkGmblr-Rchg+(A)
Level 49: Fly -- Flight-I(A)
Level 50: Ion Total Core Judgement
Level 50: Reactive Total Radial Conversion
Level 50: Clockwork Total Core Improved Ally
Level 50: Ageless Partial Core Invocation
Level 50: Musculature Core Paragon
------------
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 -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc/Rchg(50), P'Shift-EndMod/Acc(50)
------------
Set Bonus Totals:

  • 41.5% DamageBuff(Smashing)
  • 41.5% DamageBuff(Lethal)
  • 41.5% DamageBuff(Fire)
  • 41.5% DamageBuff(Cold)
  • 41.5% DamageBuff(Energy)
  • 41.5% DamageBuff(Negative)
  • 41.5% DamageBuff(Toxic)
  • 41.5% DamageBuff(Psionic)
  • 51% Enhancement(Accuracy)
  • 4% Enhancement(Confused)
  • 95% Enhancement(RechargeTime)
  • 15% FlySpeed
  • 257.52 HP (21.37%) HitPoints
  • 15% JumpHeight
  • 15% JumpSpeed
  • MezResist(Held) 9.9%
  • MezResist(Immobilize) 7.7%
  • MezResist(Stun) 4.4%
  • 20.5% (0.342 End/sec) Recovery
  • 68% (3.421 HP/sec) Regeneration
  • 6.93% Resistance(Fire)
  • 6.93% Resistance(Cold)
  • 15% RunSpeed



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Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TLR

"I'm going to beat the Jesus out of Satan!" My Wife while playing Dante's Inferno

 

Posted

Quote:
Originally Posted by Crim_the_Cold View Post
This discussion is interesting. Its not very often that people discuss further enhancing blaster damage. Most people go for soft-capped defense of some sort.
I hope most people only talk soft capped. I hope they're going for recharge and damage that hits w/o running out of endurance.

Heck, I don't even use my fire armor.

My damage mitigation is:
  • teaming
  • hovering
  • bonfire [or ice patch, etc]
  • Warburg phase shift
  • Popping insp in bulk
Generally in that order of importance.


 

Posted

My damage mitigation is the little bit of defense provided by scorpion shield and killing them before they kill me, which is a lot easier than it sounds. For those that aren't too good with numbers and might be reading this my blaster does more damage than if he had Aim on permanently and less damage than if he had build up on permanently. That and still has Build up and Aim.

The build above is expensive but doable with a dedicated effort. I work 40-60 hours a week and help with household chores. That build took me about 2 months to complete.

By the way Postagulous what do you think of my build?


Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TLR

"I'm going to beat the Jesus out of Satan!" My Wife while playing Dante's Inferno

 

Posted

Quote:
Originally Posted by Crim_the_Cold View Post
By the way Postagulous what do you think of my build?
I don't believe in purples if I don't have to. Generally they're only for getting recharge by the 10%s, but you didn't take hasten.

I guess you hoverblast, but hover and fly are so late. And Fly is pre-capped before even one slot, so when I played with your build, I put the slow resist in that.

In my edit, it's more to my play style. I just attack and attack and attack, mindlessly. I target through melee or whoever's health is dropping rapidly. I'm a team blaster.

I didn't check for if I broke the rule of fives, but I dont' think I did. Permahasten pre-alpha and a 25 sec overlap with Spiritual Core Total Revamp. I don't see a need to get Spiritual Paragon, really, as once you're doing incarnate, you're godlike anyway.

Put the stealth in hover as there is no CJ and I'm not wasting end on some sprint. Hover gets a boost in speed. Otherwise, it's just juggling 6.25 and 5, etc, recharge.

On my fire/ice, I was able to take a hold from ice and also char from the epic pools, there are some trash level Basilisks in them giving me 7.5% rech each. I don't know if you really dig running armor, or the spiderlings, but I'll take the extra rech...plus, for a blaster, bonfire is a great tool, and RotP is the best power ever for a blaster.

My hack build based off your build. [Your stuff is flipped.]

| Copy & Paste this data into Mids' Hero Designer to view the build |
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|-------------------------------------------------------------------|


 

Posted

Quote:
Originally Posted by Crim_the_Cold View Post
For those that aren't too good with numbers and might be reading this my blaster does more damage than if he had Aim on permanently and less damage than if he had build up on permanently.
With Aim being a 62.5% damage buff, how are you accounting for the additional ~10%+ damage bonus (I'm assuming a blaster at rest)?


 

Posted

Assault's 10.5% plus the 41.5% from IOs and the 30% that ignores ED from musculature core paragon adds up to 82% extra damage. The total damage buff for powers including enhancements is ~182%. The total for blasters with aim assuming SOs and fully slotted for damage is ~162.5%. The total for blasters with build up assuming SOs and fully slotted for damage is ~200%. The big difference is build up and aim only last for 10 seconds while my blaster is at that level of power all the time. Additionally he also has aim and build up so he can go as high as ~344.5% (244.5% not factoring in enhancements) before defiance.

Funny thing is I was looking at my build and I could if I wanted to give up flight I could pick up hasten, move 1 slot over from drain psyche, and have just 10 seconds downtime on it. That would put my recharge about equivalent with the build Postagulous posted while still maintaining my current damage output.


Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TLR

"I'm going to beat the Jesus out of Satan!" My Wife while playing Dante's Inferno

 

Posted

Quote:
Originally Posted by Comfort View Post
Since I stopped using fire blast I've noticed a big bump in dps.

I would have never have even guessed I needed to drop the 2nd primary power in my power set.
I thought Blaze-Blast-Flares was the top ST chain for Fire blasters (or at least Fire/MM)?


 

Posted

Quote:
Originally Posted by Crim_the_Cold View Post
Funny thing is I was looking at my build and I could if I wanted to give up flight I could pick up hasten, move 1 slot over from drain psyche, and have just 10 seconds downtime on it. That would put my recharge about equivalent with the build Postagulous posted while still maintaining my current damage output.
And down for 10 sec is not a big deal if you're heavy in a fight, as generally my hasten is trying to activate itself while I'm chaining stuff and not letting it, which is probably a false economy, but I tend to just watch it sit there for a while with it's green ring while I keep taking care of business.

I'm thiinking the best way to improve damage is currently the reactive interface radial t3+. 75% fire dot proc all the time. Hopefully, I'll run BAF enough this week to get the incarnate salvage I need. [I run baf regardless because I really don't dig lambda.]


 

Posted

Already have the reactive total radial and am working towards the flawless radial. I may give up fly just so that I can reach that ultimate mix of damage and recharge.


Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TLR

"I'm going to beat the Jesus out of Satan!" My Wife while playing Dante's Inferno

 

Posted

Quote:
Originally Posted by Crim_the_Cold View Post
Already have the reactive total radial and am working towards the flawless radial. I may give up fly just so that I can reach that ultimate mix of damage and recharge.
Please do excuse me if I come off as critical here. That isn't my intention; I'm just giving you feedback on your build.

Do you need Stealth for your character concept? I ask because it seems counter-productive to skip out on Hasten for the sake of an extra couple of Luck of the Gambler mules. If you just want stealth's mechanical benefit, then you can get that from Super Speed + Stealth Proc IO.

There's really no reason that you couldn't fit Fly and Hasten into your build, in other words, unless there are other hard-and-fast conceptual constraints.

It also seems like you're stretching a little too much for +damage bonuses; personally I wouldn't pursue global damage as an end in itself, but I'm not questioning the over-arching idea of the build, here; I'm questioning some of the specific slotting options. For instance, five slots each in Aim/Build Up for the 2.5% damage bonus in Gaussian's seems a little excessive when you can get a 2% damage bonus from Adjusted Targeting for two slots in each power. Likewise, Drain Psyche's main benefit is its huge regen buff/debuff, so it seems a shame not to slot it for healing -- and as it happens, there's a nice +3% damage bonus available for five slots of Theft of Essence (Accurate Heal set).

Also, you have the Snipe (Blazing Bolt) slotted with Devastation for the 3% damage boost, which is fine -- but if you're gonna take the Snipe, then you might as well use Sting of the Manticore (5 slots), which will give you the same 3% damage bonus and a +7.5% recharge bonus.

Just some idle thoughts.


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Thanks for pointing out what I missed. Here's the improved build. I used the touch of nictus set instead of theft of essence since it would have been the 6th 3% damage bonus. I gave up 1% damage to gain 70% recharge and a much better slotted drain psyche.

Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Flares -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(3), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(5), Dev'n-Acc/Dmg/EndRdx/Rchg(5)
Level 1: Subdual -- Empty(A)
Level 2: Fire Blast -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(7), Dev'n-Dmg/Rchg(7), Dev'n-Acc/Dmg/Rchg(9), Dev'n-Acc/Dmg/EndRdx/Rchg(9)
Level 4: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(11), Ragnrk-Acc/Dmg/Rchg(11), Ragnrk-Acc/Rchg(13), Ragnrk-Dmg/EndRdx(13)
Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(15), Posi-Dmg/Rchg(15), Posi-Dmg/Rng(17), Posi-Acc/Dmg/EndRdx(17)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21)
Level 10: Mind Probe -- T'Death-Acc/Dmg(A), T'Death-Acc/Dmg/EndRdx(23), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dmg/Rchg(25)
Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(25)
Level 14: Telekinetic Thrust -- T'Death-Acc/Dmg(A), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), T'Death-Dmg/EndRdx/Rchg(29)
Level 16: Concentration -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(31)
Level 18: Blaze -- Apoc-Dmg(A), Apoc-Dmg/Rchg(31), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(33), Apoc-Dmg/EndRdx(33)
Level 20: Assault -- EndRdx-I(A)
Level 22: Stealth -- LkGmblr-Rchg+(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(31)
Level 26: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(34), Mantic-Acc/ActRdx/Rng(34), Mantic-Dmg/ActRdx/Rchg(34), Mantic-Dmg/EndRdx/Rchg(36)
Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Acc/Rchg(36), CoPers-Conf%(36), CoPers-Acc/Conf/Rchg(37), CoPers-Conf/EndRdx(37)
Level 30: Invisibility -- LkGmblr-Rchg+(A)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39)
Level 35: Drain Psyche -- Nictus-Heal(A), Nictus-Acc/Heal(40), Nictus-Heal/HP/Regen/Rchg(48), Nictus-Acc/EndRdx/Heal/HP/Regen(48), Nictus-Acc/EndRdx/Rchg(48), RechRdx-I(50)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(40), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42)
Level 41: Scorpion Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(42), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(43), RedFtn-EndRdx(43), LkGmblr-Rchg+(46)
Level 44: Summon Spiderlings -- S'bndAl-Acc/Rchg(A), S'bndAl-Dmg/Rchg(45), S'bndAl-Acc/Dmg/Rchg(45), S'bndAl-Dmg/EndRdx(45)
Level 47: Hover -- LkGmblr-Rchg+(A)
Level 49: Fly -- Flight-I(A)
Level 50: Ion Total Core Judgement
Level 50: Reactive Total Radial Conversion
Level 50: Clockwork Total Core Improved Ally
Level 50: Ageless Partial Core Invocation
Level 50: Musculature Core Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
------------
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 -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc/Rchg(50), P'Shift-EndMod/Acc(50)
------------
Set Bonus Totals:

  • 40.5% DamageBuff(Smashing)
  • 40.5% DamageBuff(Lethal)
  • 40.5% DamageBuff(Fire)
  • 40.5% DamageBuff(Cold)
  • 40.5% DamageBuff(Energy)
  • 40.5% DamageBuff(Negative)
  • 40.5% DamageBuff(Toxic)
  • 40.5% DamageBuff(Psionic)
  • 0.938% Defense(Energy)
  • 0.938% Defense(Negative)
  • 1.875% Defense(Ranged)
  • 2.25% Max End
  • 95% Enhancement(RechargeTime)
  • 60% Enhancement(Accuracy)
  • 5% Enhancement(Heal)
  • 4% Enhancement(Confused)
  • 5% FlySpeed
  • 207.82 HP (17.25%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Held) 6.6%
  • MezResist(Immobilize) 7.7%
  • MezResist(Stun) 4.4%
  • 15.5% (0.259 End/sec) Recovery
  • 68% (3.421 HP/sec) Regeneration
  • 6.93% Resistance(Fire)
  • 6.93% Resistance(Cold)
  • 5% RunSpeed



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
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Work in progress no more. I have decided that I'm going to put my worst spelling errors here. Triage Bacon, Had this baster idea, TLR

"I'm going to beat the Jesus out of Satan!" My Wife while playing Dante's Inferno