DP / NRG Build Questions


BrandX

 

Posted

I am playing a DP/NRG blaster that I enjoy, but he is still fairly fragile. I really like the munitions pool, mainly because of Cryo Freeze Ray that I stack with Suppressive Fire. My concept is to be natural with a few gadgets, so DP/NRG with munitions matches the concept fairly well.

My concern is that I cannot seem to tackle the tougher opponents like my scrappers (which I know is normal), but I would like to toughen up my blaster.

I was hoping the blaster board could help me out with either ideas for my current build that will make me tougher or review the second build to see if that is the way to go. Money is not an object...



CURRENT BUILD
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Lockpick: Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Medicine
Power Pool: Concealment
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(40)
Level 1: Power Thrust -- Acc-I(A)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(40)
Level 4: Build Up -- RechRdx-I(A), RechRdx-I(50)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Swap Ammo
Level 10: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(36), Achilles-ResDeb%(43)
Level 12: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(29), HO:Centri(43)
Level 14: Suppressive Fire -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(15), BasGaze-Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Slow%(37)
Level 16: Super Speed -- Zephyr-ResKB(A)
Level 18: Executioner's Shot -- Apoc-Dmg(A), Apoc-Dmg/Rchg(19), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(21), Apoc-Dmg/EndRdx(21), HO:Centri(46)
Level 20: Fly -- Zephyr-ResKB(A)
Level 22: Stimulant -- EndRdx-I(A)
Level 24: Aid Self -- Dct'dW-Rchg(A), Dct'dW-Heal(25), Dct'dW-Heal/EndRdx(25), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(34)
Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31), HO:Centri(46)
Level 28: Power Boost -- RechRdx-I(A)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Total Focus -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(39), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(40)
Level 41: Cryo Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Slow%(43)
Level 44: Sleep Grenade -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(45), FtnHyp-Acc/Sleep/Rchg(45), FtnHyp-Acc/Rchg(45), FtnHyp-Sleep/EndRdx(46)
Level 47: LRM Rocket -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
Level 50: Musculature Radial Paragon
Level 50: Ion Judgement
Level 50: Reactive Interface
Level 50: IDF Ally
Level 50: Clarion Invocation
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 8: Chemical Ammunition
Level 8: Incendiary Ammunition
Level 8: Cryo Ammunition
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(37), Mrcl-Rcvry+(37)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), EndMod-I(17)
Level 8: Incendiary Ammunition
------------

Set Bonus Totals:

  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 1.875% Defense(Smashing)
  • 1.875% Defense(Lethal)
  • 12.5% Defense(Energy)
  • 12.5% Defense(Negative)
  • 3.75% Defense(Melee)
  • 10% Defense(Ranged)
  • 95% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 91.25% Enhancement(RechargeTime)
  • 13% FlySpeed
  • 36.14 HP (2.999%) HitPoints
  • 13% JumpHeight
  • 13% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 10%
  • MezResist(Held) 10%
  • MezResist(Immobilize) 10%
  • MezResist(Sleep) 10%
  • MezResist(Stun) 12.2%
  • MezResist(Terrorized) 12.2%
  • 27.5% (0.459 End/sec) Recovery
  • 16% (0.805 HP/sec) Regeneration
  • 13.55% Resistance(Fire)
  • 13.55% Resistance(Cold)
  • 13% RunSpeed
Code:
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POTENTIAL BUILD
Hero Plan by Mids' Hero Designer 1.94
http://www.cohplanner.com/
Click this DataLink to open the build!
Lockpick 2: Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Pistols -- HO:Nucle(A), HO:Nucle(3), HO:Centri(7), Decim-Build%(15), Apoc-Dam%(23), Achilles-ResDeb%(34)
Level 1: Power Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 2: Dual Wield -- HO:Nucle(A), HO:Nucle(3), HO:Centri(7), ImpSwft-Dam%(15), ExStrk-Dam%(23)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(25)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(25)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Suppressive Fire -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(13), BasGaze-Rchg/Hold(13), BasGaze-Acc/EndRdx/Rchg/Hold(46)
Level 14: Fly -- Zephyr-ResKB(A)
Level 16: Build Up -- RechRdx-I(A)
Level 18: Executioner's Shot -- Apoc-Dmg(A), Apoc-Dmg/Rchg(19), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(43), Apoc-Dmg/EndRdx(43)
Level 20: Bone Smasher -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(36), KntkC'bat-Dmg/EndRdx/Rchg(37)
Level 22: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31), GA-3defTpProc(34)
Level 26: Piercing Rounds -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(27), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(29), Ragnrk-Dmg/EndRdx(29)
Level 28: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31)
Level 30: Power Boost -- RechRdx-I(A)
Level 32: Hail of Bullets -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(33), Armgdn-Dmg/EndRdx(34)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Total Focus -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 44: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(45), ExRmnt-Acc/Dmg/Rchg(45), ExRmnt-EndRdx/Dmg/Rchg(45), S'bndAl-Acc/Dmg/Rchg(46), S'bndAl-Build%(46)
Level 47: Web Cocoon -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(48), UbrkCons-Acc/Hold/Rchg(48), UbrkCons-Acc/Rchg(48), UbrkCons-EndRdx/Hold(50)
Level 49: Conserve Power -- RechRdx-I(A)
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Musculature Radial Paragon
Level 50: Reactive Interface
Level 50: IDF Ally
Level 50: Ion Judgement
Level 50: Clarion Invocation
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 1: Defiance
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Panac-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), EndMod-I(17)
Level 4: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Level 6: Incendiary Ammunition
------------

Set Bonus Totals:
  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 24.75% Defense(Smashing)
  • 24.75% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 8.5% Defense(Energy)
  • 8.5% Defense(Negative)
  • 6% Defense(Psionic)
  • 15.38% Defense(Melee)
  • 7.25% Defense(Ranged)
  • 6% Defense(AoE)
  • 81.25% Enhancement(RechargeTime)
  • 72% Enhancement(Accuracy)
  • 5% FlySpeed
  • 153.61 HP (12.75%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 2.5%
  • MezResist(Held) 2.5%
  • MezResist(Immobilize) 16.25%
  • MezResist(Sleep) 2.5%
  • MezResist(Stun) 2.5%
  • MezResist(Terrorized) 2.5%
  • 20.5% (0.342 End/sec) Recovery
  • 52% (2.616 HP/sec) Regeneration
  • 10.71% Resistance(Fire)
  • 10.71% Resistance(Cold)
  • 5% RunSpeed
Code:
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@ThrillKiller

 

Posted

Is money an issue here?


 

Posted

Nope, influence is not an issue.


@ThrillKiller

 

Posted

Here's the build I'm working towards on my DP/ENG. It's expensive, but could be more expensive.

Code:
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As you can see, I could for instance put in the Ragnarok Purple IO Set, but I have the +RCH to run Pistols - Dual Wield - Pistols - Executioner Shot for single targets (I think that's the best ST chain for DP) so I figure why pay extra for the purples for just a few more percentages.

This build will also allow you to keep Munnitions Mastery like you want.

You'd likely have to move some slots around to keep the powers in use you want, but it can give you some ideas I'm sure.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

What lvl are you now. I think blasters are all about build up, blast aoe's, kill whats left. YOu might want to use standard ammo for the KB. I dont think single target chains are all that important. If you are fighting single targets, knock em down with thrust and work them over from there, if you are fighting multiple enemies, then your aoe is your bread and butter. build up, hit em hard. If you cant significantly weaken or kill most the them, success starts to drop dramatically.

I know defense is all the rage, but mostly mez is what kills you. Without high ranged defense, you will get held and die. I play along some high defense blasters with my Nrg/Nrg that has no defense whatesoever, and dont die anymore, and less at times, because they simply dont kill quick enough.

I would add procs to your aoe powers. It helps alot in my opinion. You have great slotting in your single target atttacks, but I think the game has evolved to the point, where you have to tune your aoe's first and single targets second. Even on lower settings, I think AOE's are more important than the single target.

Gl with your build, maybe Im just not getting it myself with not building my blasters for defense. shruggs.


 

Posted

Quote:
Originally Posted by TrainRobber View Post
What lvl are you now. I think blasters are all about build up, blast aoe's, kill whats left. YOu might want to use standard ammo for the KB. I dont think single target chains are all that important. If you are fighting single targets, knock em down with thrust and work them over from there, if you are fighting multiple enemies, then your aoe is your bread and butter. build up, hit em hard. If you cant significantly weaken or kill most the them, success starts to drop dramatically.

I know defense is all the rage, but mostly mez is what kills you. Without high ranged defense, you will get held and die. I play along some high defense blasters with my Nrg/Nrg that has no defense whatesoever, and dont die anymore, and less at times, because they simply dont kill quick enough.

I would add procs to your aoe powers. It helps alot in my opinion. You have great slotting in your single target atttacks, but I think the game has evolved to the point, where you have to tune your aoe's first and single targets second. Even on lower settings, I think AOE's are more important than the single target.

Gl with your build, maybe Im just not getting it myself with not building my blasters for defense. shruggs.
I'll have to agree. Range Defense imo beats S/L Defense. Sadly, not all concepts allow for that route to work well.

Range defense for instance works best with Hover in my experience.


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Originally Posted by BrandX View Post
I'll have to agree. Range Defense imo beats S/L Defense. Sadly, not all concepts allow for that route to work well.

Range defense for instance works best with Hover in my experience.
Ranged defense is good, but with HoB and most of the Energy attacks, you're in melee range quite often so S/L would help you then.


 

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I agree about ranged defense and hover. Hover alone will keep you alive sometimes when things go south. I cant see using hover on a DP though, seems a very mobile, jumpy set when I play it, and I like hover.

I just think I would build for AOE first, recharge and defense second. Pistols relies on HOB, along with Rain and Empty, so I think the best approach is to fully leverage them, the best you can for maximum damage and recharge. I think its single target attach chain is just too weak to concentrate on. It lacks good mitigation or speed.

Pistols is oft compared to Nrg in its effectiveness I think it falls behind quite abit until HOB, so my theory, is build around its strength. I love its aoe potential. If you do stay the course with your defense, you might have to think about your playstyle, I dont like to melee with blasters like some do, but you may find that since you are up close and personnel anyway, that the melee attacks help you dispatch the mobs inbetween aoe's better than the pistols do, which is a pity.


 

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Use the melee of your secondary as mitigation. That kb is good for something.


 

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I guess I should mention that I do fine with my current build, but I cannot get to the +4X8 missions that I can with my scrappers and I have difficulties with EBs that my scrappers chew up and spit out.

I was thinking defense would allow me to be less fragile. I might use my 2nd build to try a defense build.


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Originally Posted by TrainRobber View Post
I agree about ranged defense and hover. Hover alone will keep you alive sometimes when things go south. I cant see using hover on a DP though, seems a very mobile, jumpy set when I play it, and I like hover.

I just think I would build for AOE first, recharge and defense second. Pistols relies on HOB, along with Rain and Empty, so I think the best approach is to fully leverage them, the best you can for maximum damage and recharge. I think its single target attach chain is just too weak to concentrate on. It lacks good mitigation or speed.

Pistols is oft compared to Nrg in its effectiveness I think it falls behind quite abit until HOB, so my theory, is build around its strength. I love its aoe potential. If you do stay the course with your defense, you might have to think about your playstyle, I dont like to melee with blasters like some do, but you may find that since you are up close and personnel anyway, that the melee attacks help you dispatch the mobs inbetween aoe's better than the pistols do, which is a pity.
Hover above the spawn, just out of reach of melee and use HoB! It works well that way.

That said on my DP/EM Blaster, Hover isn't an option due to concept, so I went the S/L route.


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