New to Blasters (DP/EM Build Critique)


Hindenburg

 

Posted

Hello blaster community! This is my first attempt at getting a blaster to level 50 and doing the whole IO build. Until now, I haven't been frequenting the blaster boards, so I'm new to blaster builds, but not new to the concept of end-game builds in general, so hopefully this won't be *****.

After considering the "S/L def vs. Range def" argument, I've decided to go with ranged def for these two reasons:

1. I don't want it to matter greatly which villain group I'm fighting against.
2. I really, really, really don't want to get hit with ranged mez powers!

The second one is going to be a real bother for me, since the melee toons I've been playing for 7 years have been able to avoid this problem!

Anyhow, here's the build. My goals are max ranged def and max recharge without sacrificing damage or my prefered power choices. I also really want to go for the Spiritual Alpha for the recharge. I'm hoping that the recharge bonus granted will help keep Conserve Power's uptime within a range that won't make me regret not taking Cardiac.

I'm a little unhappy with the ranged def and recharge totals, but I guess I can't have my cake and eat it too. If I've missed anything crucial, or if you have some ideas about tweaking the IO's or build (to a degree) to get me more recharge or ranged def, please holler! Thanks for taking a look!

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Omega-Ghost: Level 50 Mutation Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(37)
Level 1: Power Thrust -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(15), ExStrk-Dam%(42)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(25)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(9), Posi-Dam%(37)
Level 6: Swap Ammo
Level 8: Build Up -- RechRdx-I(A), AdjTgt-Rchg(43), AdjTgt-ToHit/Rchg(43)
Level 10: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), RechRdx-I(15), Posi-Dam%(34)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Krma-ResKB(31)
Level 14: Super Jump -- Jump-I(A)
Level 16: Conserve Power -- RechRdx-I(A)
Level 18: Executioner's Shot -- Apoc-Dmg(A), Apoc-Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(23), Apoc-Dam%(23)
Level 20: Energy Punch -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dam%(21), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39)
Level 22: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(42)
Level 24: Stimulant -- Empty(A)
Level 26: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal(31), Dct'dW-Rchg(31)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(40), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(46)
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: Tough -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam(36), RctvArm-ResDam/EndRdx(36)
Level 38: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
Level 41: Personal Force Field -- LkGmblr-Def/EndRdx(A)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam(45)
Level 47: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
Level 49: Boost Range -- RechRdx-I(A)
------------
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(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(36), EndMod-I(46)
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Level 6: Incendiary Ammunition


 

Posted

I would drop Energy Punch and move the slots to Weave.

you will lose 2.5% rech from the loss of the LotG7.5%, but you will gain

-better slotting on Weave
-a more useful power (PB or SS?)
-better defense (more slots available for Zephyr's)

also if yer gonna use Spiritual alpha I would lower your rech on Hasten and BU.

the Rech IO's are giving less than 5% recharge when you factor in a T4 Spiritual (basically BU will take 34.1 seconds to recharge instead of 32.1 seconds..)

same goes for Bullet Rain, you could remove a Rech IO if you don't mind a 1.3 second longer recharge.

If you like Power Boost, that could boost your heal and defense (4% def for 15sec)

You could swap the Doc Wounds for 6 Numina's if you wanted.

You could move slots from Aid Self in order to 6 slot Guassian's in BU.

take a peek

Hero Plan by Mids' Hero Designer 1.942
http://www.cohplanner.com/

Click this DataLink to open the build!

Omega-Ghost: Level 50 Mutation Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(21)
Level 1: Power Thrust -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(15), ExStrk-Dam%(42)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(25)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(9), Posi-Dam%(21)
Level 6: Swap Ammo
Level 8: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(43)
Level 10: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Dam%(34)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(29), Zephyr-ResKB(31)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(46)
Level 16: Conserve Power -- RechRdx-I(A)
Level 18: Executioner's Shot -- Apoc-Dmg(A), Apoc-Dmg/Rchg(19), Apoc-Acc/Rchg(19), Apoc-Dmg/EndRdx(23), Apoc-Dam%(23)
Level 20: Stimulant -- Empty(A)
Level 22: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(42)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 26: Aid Self -- Dct'dW-Heal/EndRdx/Rchg(A), Dct'dW-Heal/EndRdx(27), Dct'dW-Heal/Rchg(27), Dct'dW-EndRdx/Rchg(31), Dct'dW-Heal(31)
Level 28: Power Boost -- RechRdx-I(A)
Level 30: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-Stun/Rng(37), Stpfy-Acc/EndRdx(37), Stpfy-Acc/Stun/Rchg(37), Stpfy-EndRdx/Stun(39), Stpfy-KB%(40)
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: Tough -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam(36), RctvArm-ResDam/EndRdx(36)
Level 38: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(39), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(43), RedFtn-EndRdx(43), RedFtn-Def(46)
Level 41: Personal Force Field -- LkGmblr-Def/EndRdx(A)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam(45)
Level 47: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
Level 49: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-Travel(50)
Level 50: Spiritual 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 -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(36), EndMod-I(46)
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Level 6: Incendiary Ammunition


perma jump is ---> /up 1

 

Posted

I agree that hasten and build up don't necessarily need to already be ed capped if you're going for spiritual anyway, especially since that'll have build up many seconds before hail of bullets and the way I see it those two powers are meant to be used together every single time. On the other hand, an extra second and change on bullet rain might make a more significant difference since it is tied for your best aoe with hail. Depends on your priorities of course.

Dropping one of those melee attacks would be practical, I think a power pick and five slots is a high price to pay for even 3.75% ranged defense if you aren't going to use the power very often, but the last one I would drop is energy punch as it does the best dpa in the set. Great for quickly punishing a lieutenant for straying too close before hopping away again, if you're into that sort of thing.

Oh, and I too only have conserve power one slotted and even with hasten quite far from perma it's up every time I get around one third endurance left in long AV fights, you probably don't have to worry about that.

Are you planning to run tough? If so, replace the res/rech with the res/end/rech. If not, stick the steadfast res/def into it and save slots in both tough and temp invuln.

That boxing slotting is a little weird. Do you really want to spend four slots just on a 6.25% bonus? Presumably you don't plan to actually use boxing as it is inferior to any energy manipulation attack.

The original plan of taking boost range makes much more sense to me than the suggestion of switching it for power boost. Power boost is frankly not very useful with DP/EM, especially if you aren't taking an epic hold and you aren't taking suppressive fire.

Speaking of, why aren't you taking suppressive fire? Or piercing rounds? You can live without them, sure, but they're among the more unique tricks that DP has access to, might as well work em in right? Hell, you can stick those stupefies into suppressive fire if you wanted to. Or, you could slot six lockdowns. Piercing rounds takes a set of posi's, of course. Good powers that can go well with this build, if you ask me.

That's a lot of nits picked, but I think your build looked pretty solid to begin with. Just some alternate ideas to consider.


 

Posted

Thanks a lot for the replies. I've been super busy lately; I'll reply to the suggestions once I have a second to mull them over!


 

Posted

I think because Hail of Bullets is a PBAOE and forcing you into melee range you might want to go with S/L capped and Range as high as you can. There is another thread probably down below or the previous page related to DP EM I believe. It has several builds there to mull over as well. Further I feel that DP is sort of shortish in range over all with may of its attacks. So I think you will probably be up close and personal on many of the attacks anyways.

You might have to go villain to get the Scorpion Shield but it will probably be worth the trip of investing several days of going and coming back hero if you like.


1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives

 

Posted

Quote:
Originally Posted by PleaseRecycle View Post
I agree that hasten and build up don't necessarily need to already be ed capped if you're going for spiritual anyway, especially since that'll have build up many seconds before hail of bullets and the way I see it those two powers are meant to be used together every single time. On the other hand, an extra second and change on bullet rain might make a more significant difference since it is tied for your best aoe with hail. Depends on your priorities of course.
I agree that Build Up and Hail should be used together, but not every encounter is going to require AoE. I'm happy with having Build Up available sooner for AV fights. As far as hasten being ED-capped and then throwing in Spiritual, well, that was the point. The majority of Tier 4 ignores ED and the point of my build is to go for as much recharge and ranged defense as I can muster, so perma-hasten is on my to-do list.


Quote:
Dropping one of those melee attacks would be practical, I think a power pick and five slots is a high price to pay for even 3.75% ranged defense if you aren't going to use the power very often, but the last one I would drop is energy punch as it does the best dpa in the set. Great for quickly punishing a lieutenant for straying too close before hopping away again, if you're into that sort of thing.
I'm thinking about dropping Bone Smasher for Suppressive Fire, but only because I can keep most of that ranged defense and add 6.25% recharge with Stupify. Although there is something quite satisfying about using Bone Smasher when up close. Keep in mind that ranged defense is one of my 2 goals; I don't mind spending a power and some slots to bring me closer to my goal, especially since I already have my bread-and-butter attack powers sorted.

Quote:
Oh, and I too only have conserve power one slotted and even with hasten quite far from perma it's up every time I get around one third endurance left in long AV fights, you probably don't have to worry about that.
That's good to hear!


Quote:
Are you planning to run tough? If so, replace the res/rech with the res/end/rech. If not, stick the steadfast res/def into it and save slots in both tough and temp invuln.
Yes, I'm planning to run Tough along with Temp Inv. Good call on the enhancement choice; it only costs .2% resistance to save on some endurance.


Quote:
That boxing slotting is a little weird. Do you really want to spend four slots just on a 6.25% bonus? Presumably you don't plan to actually use boxing as it is inferior to any energy manipulation attack.
Boxing is giving me hit points, a nice recharge bonus (high priority stat) and 3.13% ranged defense (high priority stat). If you can think of a better use of 5 slots that can match these recharge and ranged defense gains, I would be greatful.


Quote:
...why aren't you taking suppressive fire? Or piercing rounds? You can live without them, sure, but they're among the more unique tricks that DP has access to, might as well work em in right? Hell, you can stick those stupefies into suppressive fire if you wanted to. Or, you could slot six lockdowns. Piercing rounds takes a set of posi's, of course. Good powers that can go well with this build, if you ask me.
As I mentioned, I'm considering switching out Bone Smasher for Suppressive Fire. Piercing Rounds is cool, and offers attractive set bonuses, but it's a long animation and I'd have to spend time lining up targets to get the most out of the power, which makes it unattractive to me. I can't think of any power I'd want to give up for it.

Thanks a lot for your thoughtful response!


 

Posted

Quote:
Originally Posted by plainguy View Post
I think because Hail of Bullets is a PBAOE and forcing you into melee range you might want to go with S/L capped and Range as high as you can. There is another thread probably down below or the previous page related to DP EM I believe. It has several builds there to mull over as well. Further I feel that DP is sort of shortish in range over all with may of its attacks. So I think you will probably be up close and personal on many of the attacks anyways.
I'm not worried about range since I'll have perma-Boost Range and Power Thrust for when they get too close. As for defense, I've already decided to go ranged over S/L. Sure, I understand that capped S/L is better mitigation in many circumstances, but I have Personal Force Field for those times I get in over my head. I'm more concerned about avoiding ranged mezz powers so I can keep laying down the pain.


 

Posted

If you keep what you built, change the purp set from executioners to Pistols, you want the proc firing often as you can, and it will make Pistols a good attack. Put the steadfast unique in tough for the defense. Eradication is better for you than oblits for ranged, and cheaper. The KB set damage proc will probably help you more than the recharge in Bullet Rain. Fore less inf and a bit less recharge, I got your build with same powers to 45% ranged defense.

If you only changed one thing, just the placement of the purple set will make your attack chain stronger. I miss that proc in my current blaster set up, it makes a first tier attack hit very hard.

I would do something akin to this, lose your purp set, but thats not always bad.

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

Click this DataLink to open the build!

Omega-Ghost: Level 50 Mutation Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(37)
Level 1: Power Thrust -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(15), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(45), Mako-Acc/Dmg/EndRdx/Rchg(45), Mako-Dam%(45)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(25)
Level 4: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rchg(5), Posi-Dmg/Rng(9), Posi-Dam%(37)
Level 6: Swap Ammo
Level 8: Build Up -- RechRdx-I(A), RechRdx-I(43)
Level 10: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Dam%(34)
Level 12: Combat Jumping -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(31)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36)
Level 16: Conserve Power -- RechRdx-I(A)
Level 18: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(29)
Level 20: Energy Punch -- Mako-Acc/Dmg(A), Mako-Acc/Dmg/EndRdx/Rchg(21), Mako-Dam%(21), Mako-Dmg/EndRdx(37), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39)
Level 22: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(25), Mako-Dmg/Rchg(40), Mako-Acc/EndRdx/Rchg(40), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(42)
Level 24: Stimulant -- Empty(A)
Level 26: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(27), Dct'dW-Heal/Rchg(27), Dct'dW-Heal(31), Dct'dW-Rchg(31)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29), RechRdx-I(43)
Level 30: Boxing -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(39), Stpfy-Acc/EndRdx(40), Stpfy-Stun/Rng(43), Stpfy-Acc/Stun/Rchg(46), Stpfy-KB%(46)
Level 32: Hail of Bullets -- Erad-Dmg(A), Erad-Acc/Rchg(33), Erad-Dmg/Rchg(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-%Dam(34)
Level 35: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(36)
Level 38: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(50)
Level 41: Web Envelope -- TotHntr-Acc/Immob/Rchg(A)
Level 44: Scorpion Shield -- GftotA-Def/EndRdx(A)
Level 47: Total Focus -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(48), Mako-Dmg/Rchg(48), Mako-Acc/EndRdx/Rchg(48), Mako-Acc/Dmg/EndRdx/Rchg(50), Mako-Dam%(50)
Level 49: Boost Range -- RechRdx-I(A)
------------
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(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(15), EndMod-I(36), EndMod-I(46)
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
Level 6: Incendiary Ammunition