First Attempt-IO blaster,opinions/suggestions


ClawsandEffect

 

Posted

this is my first serious attempt at using IO sets for one of my toons, in this case a fire/fire blaster.

i've used standard IOs up till now and looked around here and there and i think i understand half of what i read due to the numbers flying around.

my goal isn't to cap anything at this point, its just to have somewhat reasonable defense and damage buffs so i can safely say i have a low-mid level IO build.

i recall reading somewhere that set IOs don't work below their level unless they are purple sets and as you can see i don't have any of those slotted, hopefully I'm not miss-understanding how the system works.

i have the lowest level of each slotted in case i have my facts straight about how they work.

as for the build I would prefer opinions and suggestions along with why they could be or are better than others so i can make better informed decisions with the build.


thanks in advance

-MM



PS: altogether since i started playing i have probably gathered around 1bil inf, but due to wasting some of it on various little projects (read altitis), i have a good bit less than that so my budget for this is under 300 million if possible (i can go go higher but would rather not) in case anyone wants to tinker around with it.









here's the data link:

http://www.cohplanner.com/mids/downl...D6FF01D18B005B





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Remember the victims, but fight for the clueless!


 

Posted

The way IOs work is:

Set bonuses work as long as you don't exemp below the minimum level you could slot the IO that provides them, so as long as you are no more than three levels below the IO it counts toward your set bonuses. For instance, suppose you slot a ranged attack with three Thunderstrike IOs: a level 30 Accuracy/Damage, a level 30 Damage/Endurance, and a level 35 Accuracy/Damage/Recharge. As long as you are at level 32 or higher you get the recovery bonus for having 2 pieces slotted and the defense bonus for three pieces. If you exemp to anywhere between 27 and 21, you still get the recovery bonus from the two level 30 pieces but you lose the defense bonus because the level 35 piece no longer counts. If you exemp to 26 or lower you lose all the set bonuses because all of the IOs are too high level.

The actual enhancement values, on the other hand, still apply regardless of level. They are reduced when you exemp down far enough, just like other enhancements, but they don't stop working. So even if you slot level 50 IOs they still do work exemped down to low levels, they just provide a lot less enhancement than normal... but then, so do SOs.

There are also individual IOs that provide bonuses, like the KB protection IOs or the Kismet 6% to hit IO. Some of those only work when the power they are in is on (or for two minutes after using it if they're in a click power)... those IOs provide their bonus regardless of level as long as you can use the power they are in. For instance, a level 50 stealth IO in Sprint works even exemped down to level one because you still have Sprint. Others act like set bonuses... they work whether the power they are in is on or not, and even keep working if you exemp down too low to have access to that power, but they stop working if you go more than 3 levels below the IO. For example, if you take Tough at level 35 and put a level 20 Steadfast Protection 3% defense IO in it, you get the 3% defense even if you exemp down to level 17 and lose access to Tough. But if you go to 16 or lower you lose the bonus.

Finally, IOs tend to scale up slowly with level starting at 25. A level 25 single aspect IO is about the same as a -1 level SO, while a level 30 is about like a +1 SO and a level 50 is better than a +3. Dual aspect IOs give more total enhancement than singles, and triples are even better (quads are best)... you can get 10+ slots' worth of enhancement out of six slots by using a lot of high level triples. However, IOs below level 25 tend to drop off in power quickly... much quicker than they increase above 25. A level 20 IO is only 80% as strong as a level 25 and a level 15 is not much better than DOs. You don't want to slot a level 24 or lower IO unless you are actually using IOs while still in the teen levels (in which case you'll replace them once you can slot 25+ versions) or it's an IO that doesn't scale with level (like a proc, stealth or -KB IO).

As far as the build itself goes, the first thing you should do is decide on what you want out of it. Do you want lots of ranged defense? High recharge? Better endurance recovery? Then find sets that give bonuses that help you reach those goals. One set I really like on Blasters is Thunderstrike... it gives good ranged defense and some extra accuracy (and it has excellent enhancement values) so I tend to 6-slot all my single target ranged attacks with it. It's not even all that expensive.

Finally, if you just want improved performance at a minimum price you can frankenslot. The idea is to mostly ignore set bonuses (though you can still pick up useful 2- and 3-slot bonuses like recovery or +HP) and cram as much enhancement value as possible into your powers. The advantage is that most types of powers have at least a couple of sets with lousy bonuses that hardly anyone wants... you can pick those recipes up for almost nothing on the market and by using several dual and triple aspect "junk" IOs you can get a ton of enhancement in a power. You may not have the good set bonuses like defense or recharge, but having all your attacks slotted with the equivalent of three damgage SOs, two accuracy, two recharge, and two endurance makes a big difference. (Unfortunately, a few power types like defense, targeted AoE or PBAoE are a bit harder to frankenslot cheaply, but most powers can be). You can actually make a full level 50 frankenslotted build for a few million inf... just make sure you use IOs that don't need rare salvage and avoid level 40+ IOs because they cost a lot more to craft than the ones in the 30s.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636

 

Posted

Blaster builds exist on a continuum from Hover to Blapper. Hover gives you the mitigation of range in many circumstances (can't hover too high in a cave), while Blappers get additional melee-range damage, often in PBAOE form.

Fire/Fire lends itself to more of a blapping role. With four potential PBAOEs, plus two potential auras, it can be a force in the middle of a big spawn. Unfortunately, being a force in the middle of a big spawn requires a lot more survivability than the AT has on its own, which means set bonuses and specifically means S/L defense set bonuses. They are the most expensive bonuses to buy, which can be problematic for 9-digit builds.

Let's look for something in between, a Hover Blaster with the option to swoop in and drop a couple big PBAOEs. I managed 41% ranged defense without any purps or PVP IOs, though it does have a few moderately expensive bits. You had RotP before, so I kept it, but I would normally replace it with Hasten and have Hasten early on the build. I went Musculature for the Alpha slot, but you could go Cardiac (more range & resistance with much better endurance) or Spiritual (more recharge) at your preference.

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

Click this DataLink to open the build!

Level 50 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: Flares -- 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: Ring of Fire -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(7), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11)
Level 2: Fire Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Acc/Dmg(13), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(43), RechRdx-I(43)
Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
Level 8: Hover -- DefBuff-I(A), DefBuff-I(46), Flight-I(50), Flight-I(50)
Level 10: Combustion -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Dmg/EndRdx/Rchg(29), Erad-Dmg/Rchg(29)
Level 12: Aim -- RechRdx-I(A), RechRdx-I(36)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(36)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(23)
Level 20: Fire Sword Circle -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(25), Erad-Dmg/Rchg(25)
Level 22: Boxing -- C'ngImp-Acc/Dmg/EndRdx(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(40), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(42)
Level 26: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(34)
Level 28: Consume -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(31), Erad-Acc/Dmg/EndRdx/Rchg(33), Erad-Dmg/Rchg(33)
Level 30: Blazing Bolt -- Mantic-Dmg/EndRdx(A), Mantic-Dmg/EndRdx/Rchg(31), Mantic-Acc/Dmg(50)
Level 32: Inferno -- C'ngBlow-Dmg/Rchg(A), M'Strk-Dmg/Rchg(33), Sciroc-Dmg/Rchg(34), Oblit-Dmg/Rchg(37)
Level 35: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37)
Level 38: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(39), GSFC-Rchg/EndRdx(39), GSFC-ToHit/EndRdx(40), GSFC-Build%(40)
Level 41: Vengeance -- RedFtn-Def/Rchg(A)
Level 44: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(45)
Level 47: Fire Shield -- RctvArm-EndRdx/Rchg(A), RctvArm-ResDam/EndRdx/Rchg(48), RctvArm-ResDam(48), TtmC'tng-ResDam/EndRdx(48)
Level 49: Rise of the Phoenix -- Dct'dW-Heal/Rchg(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Core Paragon
------------
Level 1: Brawl -- C'ngImp-Acc/Dmg(A)
Level 1: Defiance
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(27)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), P'Shift-EndMod/Acc(31)



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Posted

one of the things i was hoping for was a build i can use at any lvl range so i can do any of the TFs or trials and just generally help out at any lvl and still keep as much of the set bonuses as possible. while the stats look good some things stick out which i dont think ill be happy with, regardless of the set/stat bonuses.

the other goal it to have a build i think is fun to play regardless of what lvl i am.



1. combustion: ive had it before and its just too much animation for too little payoff, and unless they buff/nerf/fixed it recently there is still a little hang time at the end of it(could be lag for all i know but it still blows.

2.blazing bolt: ive had this too but i used it so rarely i decided its not worth having, unless your adding it for a set bonus mule. even then i dont really like it because when i choose a power i tend to think ahead of time when and how ill use it before picking it, so ill use it more often.

3. leadership: where to begin....well theres the fact the stats blow for a blaster, im pretty sure that will never change. theres the fact that it costs too much for so little benefit, and that it takes too many slots to make useful. and then theres not one but 2 of that pool in the build. making a total of 4 powers that kill my fun factor up to this point. its true that half of those are toggles and not really useable per se but still, thats end i can use to deal damage or generally cause mayhem with to critters.

4. fighting: as before they cost too much for too little effect, not mention the fact you have to take a crappy single target power before you can pick the toggles, which ill never use. so that just a throw away power, and i dont care for throw-away powers.


now before you say anything, im aware that the toggles dont cost near as much end with all the set bonuses, and the stat bonuses are nice. but again thats with all the stat bonuses added in, and those wont be there till i turn it all on. so if i drop and get rezzed it will be that much longer before i have all those stats.

one other thing, according what i read from the previous poster the build you suggest would have nothing in the way of set bonuses if 1 were to do a posi run or CoT trial.
so that kinda defeats the purpose of having set IOs, however i would still have the regular non-set related stat bonuses up to a certain point.

other than those 4 things it seems like a perfectly reasonable build i might go with but they have to change or be replaced with something else for me to have fun with it.


as always opinions/suggestions are welcome
feel free to tinker with it and as i said before im not aiming for worlds cheapest build here, i have what i think is a modest budget of 300ish million so go nuts with that

thanks in advance

-MM



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Remember the victims, but fight for the clueless!


 

Posted

Quote:
Originally Posted by Mischief_Manager View Post
one of the things i was hoping for was a build i can use at any lvl range so i can do any of the TFs or trials and just generally help out at any lvl and still keep as much of the set bonuses as possible. while the stats look good some things stick out which i dont think ill be happy with, regardless of the set/stat bonuses.

the other goal it to have a build i think is fun to play regardless of what lvl i am.



1. combustion: ive had it before and its just too much animation for too little payoff, and unless they buff/nerf/fixed it recently there is still a little hang time at the end of it(could be lag for all i know but it still blows.

2.blazing bolt: ive had this too but i used it so rarely i decided its not worth having, unless your adding it for a set bonus mule. even then i dont really like it because when i choose a power i tend to think ahead of time when and how ill use it before picking it, so ill use it more often.

3. leadership: where to begin....well theres the fact the stats blow for a blaster, im pretty sure that will never change. theres the fact that it costs too much for so little benefit, and that it takes too many slots to make useful. and then theres not one but 2 of that pool in the build. making a total of 4 powers that kill my fun factor up to this point. its true that half of those are toggles and not really useable per se but still, thats end i can use to deal damage or generally cause mayhem with to critters.

4. fighting: as before they cost too much for too little effect, not mention the fact you have to take a crappy single target power before you can pick the toggles, which ill never use. so that just a throw away power, and i dont care for throw-away powers.


now before you say anything, im aware that the toggles dont cost near as much end with all the set bonuses, and the stat bonuses are nice. but again thats with all the stat bonuses added in, and those wont be there till i turn it all on. so if i drop and get rezzed it will be that much longer before i have all those stats.

one other thing, according what i read from the previous poster the build you suggest would have nothing in the way of set bonuses if 1 were to do a posi run or CoT trial.
so that kinda defeats the purpose of having set IOs, however i would still have the regular non-set related stat bonuses up to a certain point.

other than those 4 things it seems like a perfectly reasonable build i might go with but they have to change or be replaced with something else for me to have fun with it.


as always opinions/suggestions are welcome
feel free to tinker with it and as i said before im not aiming for worlds cheapest build here, i have what i think is a modest budget of 300ish million so go nuts with that

thanks in advance

-MM



===========================------------------------------=================

Remember the victims, but fight for the clueless!
1. Combustion is a good AoE power. It's DMG is worth the "long" animation time.

2. Blazing bolt is not really that much use, except for the generous set-bonuses Manticores give you and it's a useful power if you're not doing so well in a team and you need to pull to make it easier for you.

3. Maneuvers is a great power. It gives you (and your teammates as well don't forget) +Defense to everything, minimal though it may seem. And with Stamina now an auto power, I think that Leadership is a strong pool to replace it with.

4. Tough + Weave are priceless for a Blaster. You need all the Resis + Def you can get your hands on. Also, you can always 4-slot boxing/kick to get some nice set-bonuses from Kinetic Combats


 

Posted

Quote:
Originally Posted by Truth Serum View Post
1. Combustion is a good AoE power. It's DMG is worth the "long" animation time.

2. Blazing bolt is not really that much use, except for the generous set-bonuses Manticores give you and it's a useful power if you're not doing so well in a team and you need to pull to make it easier for you.

3. Maneuvers is a great power. It gives you (and your teammates as well don't forget) +Defense to everything, minimal though it may seem. And with Stamina now an auto power, I think that Leadership is a strong pool to replace it with.

4. Tough + Weave are priceless for a Blaster. You need all the Resis + Def you can get your hands on. Also, you can always 4-slot boxing/kick to get some nice set-bonuses from Kinetic Combats
I love layered damage mitigation on Blasters. Resistance alone is garbage; you want your Blaster to be able to survive long enough to hurl their tasty DPS, and on an AT with such low HP, anything that hits you is still gonna hurt. Better to give them the ability to dodge a lot of attacks so that they can take more people out of the damage equation. However, you should look at whether or not you're going to be teaming. Solo Blasters should look at 6-slotting Weave and slotting a set like Red Fortune, taking Tough -and- a pool Res shield, and focusing on slotting their single target attacks with Thunderstrike, to give themselves good accuracy bonuses and ranged defense without the use of costly toggles. More end for blasting is always good, right? Teaming Blasters can definitely leverage using those toggles to help the team with Leadership buffs 'cause every little bit helps (especially vs. end-game enemies), but your soloing will suffer somewhat. I dunno, just my thoughts from years of experience with Blasters all the way from the original game's beta.


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

Quote:
Originally Posted by Ordius View Post
I love layered damage mitigation on Blasters. Resistance alone is garbage; you want your Blaster to be able to survive long enough to hurl their tasty DPS, and on an AT with such low HP, anything that hits you is still gonna hurt. Better to give them the ability to dodge a lot of attacks so that they can take more people out of the damage equation. However, you should look at whether or not you're going to be teaming. Solo Blasters should look at 6-slotting Weave and slotting a set like Red Fortune, taking Tough -and- a pool Res shield, and focusing on slotting their single target attacks with Thunderstrike, to give themselves good accuracy bonuses and ranged defense without the use of costly toggles. More end for blasting is always good, right? Teaming Blasters can definitely leverage using those toggles to help the team with Leadership buffs 'cause every little bit helps (especially vs. end-game enemies), but your soloing will suffer somewhat. I dunno, just my thoughts from years of experience with Blasters all the way from the original game's beta.

Yeah, I hear what you're saying.

Defense is definitely more important for Blasters than resistance but that doesn't mean that extra resistance won't help.

But surely if you want to solo as a blaster, Fire/Fire would not be the way to do it, unless you plan to solo on something like x6. And if you're facing that kind of enemy, then you would need all the buffs you can get your hands on.

Ideally, you would want to soft-cap, or get close to, ranged defense and that demands at least Weave (unless you try to slot very well on all your powers which is difficult to say the least), and you need Tough (or boxing + kick) to get that anyway. If end then becomes a problem, which I can't see happening with Consume, then you can always take the Alpha slot that reduces end cost


 

Posted

Quote:
Originally Posted by Truth Serum View Post
Ideally, you would want to soft-cap, or get close to, ranged defense and that demands at least Weave (unless you try to slot very well on all your powers which is difficult to say the least), and you need Tough (or boxing + kick) to get that anyway. If end then becomes a problem, which I can't see happening with Consume, then you can always take the Alpha slot that reduces end cost
Ranged softcapping a Fire/Fire is wasting the potential of 7/9ths of the secondary.

Ideally, you want to be able to stay in melee range as much as possible so you can get the benefit of all those PBAoE powers. In melee range, all that ranged defense means exactly squat.

Unless you can come up with a build that softcaps both S/L AND Ranged, you're better off sticking with S/L defense. I like Scorpion Shield for that purpose, because it will let you get good defense (potentially softcapped) to Energy attacks as well, which are the third most common type in the game.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Ranged softcapping a Fire/Fire is wasting the potential of 7/9ths of the secondary.

Ideally, you want to be able to stay in melee range as much as possible so you can get the benefit of all those PBAoE powers. In melee range, all that ranged defense means exactly squat.

Unless you can come up with a build that softcaps both S/L AND Ranged, you're better off sticking with S/L defense. I like Scorpion Shield for that purpose, because it will let you get good defense (potentially softcapped) to Energy attacks as well, which are the third most common type in the game.
I had forgotten about /Fire having mostly melee attacks Haven't played a /Fire in time. My bad. You are correct.