Blaster Bummer


Another_Fan

 

Posted

Okay, so here's the deal. I've been spending a lot of time on my Fire/Mental blaster over the last few weeks. The other day, he was level 35. On a whim, I decided to see how he would hold up in the AE farms... I started easy, +0/x6. This was no problem so I went up to +1 x8, stayed there until I could pick up the ice shield from my epic pool, and then was able to go up to +3. In less than 3 days, I solo'ed him through AE from 35-50 with nothing but SO's. Needless to say, I was pretty stoked about this... My blaster was a tank!

I spent the better part of today playing the market to get an IO build on him... I spent about 3 billion inf. to get ~32.1 e/n defense and 32.7 s/l defense, about ~80-something percent global recharge, ed capped damage in just about all my attacks, and double procs in my AoE's.

Here's where the bummer comes in....

Without Drain Psyche bait, this character is about as bad as a level 10 stalker. He couldn't even solo trapdoor! I'm used to playing my Warshade, who is my main, and I know what it's like to rely on Eclipse to be where I need to be, but this Blaster can't even maintain his endurance. I thought fire blast was supposed to be strong, and psi damage was supposed to scantly be resisted. He hardly started to make a dent on trapdoor's health before he started rebfubricamainatingism. My warshade and my scrapper beat the crap out of trapdoor in about a minute and a half each. He was even spawning as an Elite Boss. Quite frankly I am severely annoyed that I just wasted all this time and cash on a character that can't even keep his blue bar up without a bunch of minions.


 

Posted

In case anyone is wondering, this is my build. The only thing I don't have as of now is the purple sleep set. Still waiting on some stuff to sell before I have the cash for it, and I was also planning on switching out the Malaise set for Coercive Persuasions when funds permitted.

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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(3), HO:Nucle(5)
Level 1: Subdual -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), HO:Nucle(7)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(21), JavVoll-Dam%(27)
Level 4: Mind Probe -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(9), P'ngS'Fest-Dmg/Rchg(9), HO:Nucle(13)
Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(17)
Level 8: Fire Breath -- Posi-Dam%(A), Posi-Acc/Dmg(11), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(25), Posi-Acc/Dmg/EndRdx(25)
Level 10: Hover -- LkGmblr-Def(A), LkGmblr-Rchg+(11), LkGmblr-Def/EndRdx(23)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(46)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(17)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(29), HO:Nucle(31)
Level 20: Drain Psyche -- Efficacy-Acc/Rchg(A), P'Shift-Acc/Rchg(31), Nictus-Acc/EndRdx/Heal/HP/Regen(33), Nictus-Heal/HP/Regen/Rchg(33), Efficacy-EndMod/Rchg(33)
Level 22: Concentration -- ToHit-I(A)
Level 24: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(36)
Level 26: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(27), LkGmblr-Def/EndRdx(48)
Level 28: Tactics -- ToHit-I(A)
Level 30: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(48)
Level 32: Inferno -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(36), Erad-Acc/Dmg/Rchg(37), HO:Nucle(37), Oblit-%Dam(37), Erad-%Dam(40)
Level 35: World of Confusion -- Mlais-Acc/Rchg(A), Mlais-EndRdx/Conf(43), Mlais-Acc/EndRdx(43), Mlais-Conf/Rng(45), Mlais-Acc/Conf/Rchg(45), Mlais-Dam%(46)
Level 38: Psychic Shockwave -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), HO:Nucle(39), Oblit-%Dam(40), Erad-%Dam(40)
Level 41: Flash Freeze -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(42), FtnHyp-Acc/Sleep/Rchg(42), FtnHyp-Acc/Rchg(42), FtnHyp-Sleep/EndRdx(43)
Level 44: Frozen Armor -- LkGmblr-Def(A), LkGmblr-Rchg+(45), LkGmblr-Def/EndRdx(48)
Level 47: Hoarfrost -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(50)
Level 49: Vengeance -- LkGmblr-Rchg+(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 -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(50), Mrcl-Heal/EndRdx(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EnManip-EndMod(A), EnManip-EndMod/Rchg(34)


 

Posted

You're running a high-recharge build and you have zero endurance reduction in any of your single-target blasts. That is going to cause problems.

From your slotting it looks like you're using Subdual as a blast, which is especially going to hurt since it's priced as a control power: you're using 8.53 endurance every time you fire it. Using just that, Fire Blast, and Blaze once each is taking nearly a quarter of your total endurance. If you're actually using your AoEs on single targets it's even worse than that.

That said, Drain Psyche with one target is already an enormous recovery spike; were you simply not using it at all without a crowd present? Do note it's also a massive enemy regen debuff.


 

Posted

Yeah I've still been using it on single targets for the regen debuff but I don't notice it doing very much for my recovery. I figured since I built for recovery and end bonuses I would be able to focus my slotting on accuracy and damage. I use subdual as a blast, and only use my aoes on single targets when there's nothing else to shoot at. (edit: This really doesn't happen a lot. My recharge is good enough to be able to focus ST attacks on single targets and AOE's on groups. As for Subdual, I definitely don't use it often.. Mostly when I'm soloing tips if somebody tries to get away. Up against AV's I figured it's nice to have for another psi damage attack..) I'll try to rearrange some slotting for end reduction- How much help will ageless be in this department?


 

Posted

I'd look at getting musculature alpha radial for this build. Your stamina has two I/Os but gives you less enhancement than one lvl 50 common I/O. Also, please consider the trade-offs of a few seconds global recharge and higher defense numbers. For destiny, I'd go clarion. You should also get your accolades. This build is especially fond of +HP and +end.

If you're willing, you can get more survivability (soft capped to range/smash/lethal/energy) with a bit more tweaking on your build. You'll lose some recharge but the better survivability is noticeable and you could then go spiritual alpha and lose maybe 3 seconds total on hasten. I know these things b/c I've just made such a build in mids' using the experiences I've had with my other blasters (including a rad/mm/mace) as a guide. In addition, you say you spent 3 billion, either I'm much more well off than I thought, or my build may be cheaper than yours and you'll save some inf.

Sets to get:
kinetic combat (mind probe or telekinetic thrust, punch or kick)
mace (unless you like the ice shield and sleep a lot - scorp shield and web envelope)
-enfeebled operation

Blessing of zephyr
eradication
coercive persuasion
gaussian's
numina (full set)

Things I dropped from my build:
the cones (fire breath and psyscream)
the ice epic pool in favor of mace
stealth (you can go superspeed + stealth proc in sprint for invis) (my rad/mm/mace actually just uses fly but you can switch to either and still reach the softcaps)

Lastly, why don't I just give you my build? Part of me wanted to at first, but I think building your character is one of the most fun things in this game. Therefore, I don't want to just say, “Do it this way”. Instead, I'd just encourage you to look at your build again and decide what trade-offs you're willing to make and consider the suggestions I and others make in this thread.


 

Posted

If you aren't putting the purple set into world of confusion don't bother. Move the slots into complete thunderstrikes in fireblast, blaze, subdual. Your attack chain will love you and you will get 3 times the ranged defense.


If you are taking the leadership pool for the defense from maneuvers, don't. Take the fighting pool instead, weave gives you much better numbers for less endurance.


 

Posted

If you did nothing else to that character buildwise, even that crazy single target endurance usage would be doable if you acquired ageless destiny. "Ageless: Wowie!"


 

Posted

Your build with just core spiritual alpha approaches perma-hasten, and then you want to go get ageless destiny and forgo the mez protection of clarion. You'll have massive recharge, but with your defense numbers, it’ll be dangerous popping into melee range to drain psyche and psy-shockwave. You’ll likely get stunned/terrorized/immobed. That recharge is going to waste if you can’t put out a constant stream of damage. I like ageless (have it T4 radial on 2 of my characters), but mez will get a high agro blaster faceplanted quickly. Of course, you could always just rely on breakfrees, but I don't like having that much of a reliance on insp. Just another 2 inf.


 

Posted

Oh yeah don't get me wrong, I'd listen to the other advice in the thread and fix up the build a bit before going to the trouble of building up an ageless, but if he were opposed to that for whatever reason it'd sure solve the problem.


 

Posted

Quote:
How much help will ageless be in this department?
Ageless, aside from giving you a big chunk of blue on activation, will very briefly cap out your recovery (~14 end/sec), then give you approximately 3 targets worth of Drain Psyche recovery (as you have it slotted now), then 2 targets, then 1 target. So probably quite a lot! But as mentioned, Clarion is definitely a strong contender for your Destiny slot.

For reference, base recovery is 1.67 end/sec (although with inherent Stamina that's now effectively more like 2.33 end/sec for anyone over level 1). Your Drain Psyche is adding about 1.57/sec to that per target hit. That's only an average, though: recovery always occurs in units of 6.67% of your maximum endurance. Increasing recovery simply increases the rate at which those units are returned.

If you have a lot of fast-animating powers (which is one of the reasons why fire blast is considered strong, along with the free DoT) and high recharge, it is quite easy to temporarily "outrun" your recovery, especially without endurance reduction, at least until you hit the kinds of ridiculous numbers you get from Ageless, Adrenaline Boost, Recovery Aura, or a saturated Drain Psyche.

The other thing to bear in mind is that, while Mids will show you numbers for end drain and net recovery, that only factors in your toggles. Unless you are Toggle Man, your click powers will always burn far, far more endurance over time (and in much bigger chunks) than toggles, particularly once you have enough of them, or enough recharge, to be constantly activating them.


 

Posted

Quote:
Originally Posted by VashNKnives View Post
I'd look at getting musculature alpha radial for this build. Your stamina has two I/Os but gives you less enhancement than one lvl 50 common I/O.
I have it slotted like that because it offers a 1.5% recovery bonus, on top of the 25% enhancement provided by the IO's themselves. I take it that was a bad call?

Quote:
Also, please consider the trade-offs of a few seconds global recharge and higher defense numbers. For destiny, I'd go clarion. You should also get your accolades. This build is especially fond of +HP and +end.
Why would I need higher defense numbers? My s/l defense is softcapped with 1 small purple and my e/n defense is just over 1% lower.

Quote:
If you're willing, you can get more survivability (soft capped to range/smash/lethal/energy) with a bit more tweaking on your build. You'll lose some recharge but the better survivability is noticeable and you could then go spiritual alpha and lose maybe 3 seconds total on hasten. I know these things b/c I've just made such a build in mids' using the experiences I've had with my other blasters (including a rad/mm/mace) as a guide. In addition, you say you spent 3 billion, either I'm much more well off than I thought, or my build may be cheaper than yours and you'll save some inf.
If I wanted to build for primarily survivability, I would probably go make a tank. I made this blaster to do lots of damage... On team situations, I just let the melee's take the alpha strike while I hit aim+concentration, and then drain psyche> go to town on everything. I spent a lot more than I probably should because I like to buy everything right away. I didn't feel like waiting a week for bids to fill or crafting stuff from recipes.

Quote:
Things I dropped from my build:
the cones (fire breath and psyscream)
the ice epic pool in favor of mace
stealth (you can go superspeed + stealth proc in sprint for invis) (my rad/mm/mace actually just uses fly but you can switch to either and still reach the softcaps)
Ahh, you're suggesting I not only lower my recharge in favor of defense, but also drop both of my cones on top of that?! I like this set because it does so much aoe damage... Your suggestions are sort of negating that entirely. I have stealth for the LOTG, and for full invis with super speed- I like to be able to drop a winter's gift IO in SS.
Quote:
Lastly, why don't I just give you my build? Part of me wanted to at first, but I think building your character is one of the most fun things in this game. Therefore, I don't want to just say, “Do it this way”. Instead, I'd just encourage you to look at your build again and decide what trade-offs you're willing to make and consider the suggestions I and others make in this thread.
Yeah, I appreciate that you're trying to help, but I don't think I want your build. Softcapping 3 types of defense and sacrificing recharge while dropping both of my cones is not really how I want to build my blaster. Again if I ever decide to roll a tank I will be in touch.

Quote:
Your build with just core spiritual alpha approaches perma-hasten, and then you want to go get ageless destiny and forgo the mez protection of clarion. You'll have massive recharge, but with your defense numbers, it’ll be dangerous popping into melee range to drain psyche and psy-shockwave. You’ll likely get stunned/terrorized/immobed. That recharge is going to waste if you can’t put out a constant stream of damage. I like ageless (have it T4 radial on 2 of my characters), but mez will get a high agro blaster faceplanted quickly. Of course, you could always just rely on breakfrees, but I don't like having that much of a reliance on insp. Just another 2 inf.
Again, I don't see what's wrong with my defense numbers.. >
Quote:

If you are taking the leadership pool for the defense from maneuvers, don't. Take the fighting pool instead, weave gives you much better numbers for less endurance.
The defense from Maneuvers obviously is part of the build, but I hate taking the fighting pool. Boxing is a waste of a power, I hate the thought of being forced to take a power and then feel like it has to be used for a kinetic combat mule. I like to use my slots to enhance powers I actually plan to use. Also, I'm very fond of vengeance, and I couldn't see the point in taking tough when I had no other forms of resistance to stack it with.


 

Posted

As an update to my original post, I ran two BAF's last night on this character and it went really well. I didn't die once, and I used vengeance twice during the first run and three times during the second run. I was able to hit drain psyche reliably against the adds so I didn't have any endurance issues, and when there weren't any around I used it against the AV's as a regen debuff. I definitely feel much better about this build on teams.... I don't think I need any more defense.

I plan on taking the spiritual alpha- More recharge means drain psyche is up more for endurance recovery, and my attacks are up more for damage. I also plan on taking reactive interface to help out even more with damage, and Warworks for more -regen (unless some of the new pets offer similar secondary effects.) Same deal with ageless, except it comes with its' own additional endurance recovery on top of more recharge for drain psyche, for even more endurance recovery, regen debuffs, and faster damage. Once I have those things taken care of I think I'll be fine. I still plan on making some revisions to accept a little less damage or accuracy in my ST attacks in favor of swapping out pieces of the sets they're already using for endurance reduction.

I will look at swapping out the two IO's in stamina for a pair with a higher end mod enhancement if you guys think that will do me more good than accepting lower value for a global recovery bonus. It was also suggested that I take Mace instead of Cold, but I like the aoe sleep and Hoarfrost is useful. The only thing I don't like about it is the way the ice shield looks, but aesthetics aren't a huge deal to me anyways..


 

Posted

I’m glad that you’re enjoying your build now I hope that you didn’t take my post the wrong way. Your play-style for your character is important and why I didn’t post my build. In your build, I would replace both I/Os in stamina with common end mod I/Os. I would also replace the common I/O in tactics with a cytoskeleton hami-o and the common to-hit I/O in concentration with a common recharge I/O (I’ve been guessing that was just an error with the build in Mids’). I still very much advocate getting the accolades. Anyway, best-of-luck to ya


 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
I will look at swapping out the two IO's in stamina for a pair with a higher end mod enhancement if you guys think that will do me more good than accepting lower value for a global recovery bonus. It was also suggested that I take Mace instead of Cold, but I like the aoe sleep and Hoarfrost is useful. The only thing I don't like about it is the way the ice shield looks, but aesthetics aren't a huge deal to me anyways..
I strongly suggest getting the PerfShifter +end and either a lvl 50 common IO or lvl 50 perfshifter End Mod. The +end proc really helps with "recovery". While not directly adding to your recovery % you will get +10 endurance points quite often.


Active 50s:
Zero Defex: DP/MM//Mace Blaster
Mutant X-7: Fire/MM//Mace Blaster
Running my Kin/EA gloriously
Come on I21!!!
Quote:
Originally Posted by Arcanaville View Post
Sure, the devs are supposed to listen to their customers, mister business 101 out there. And if I decide to start suggesting that the devs change the game from being about superheroes and supervillains to being about clowns that is my right as well, and technically Paragon Studios is supposed to pay attention to me. But I hope strongly that they assume a meth-head somehow managed to hack into my forum account and make paper airplanes out of my posts, because I hope they recognize stupid when they see it. I assume they will recognize futile just as accurately.

 

Posted

Ah ok, I just swapped my stamina over to 2 generic end mod IO's today, but the perf shifter idea sounds good- Thanks.

Another thing-- I was soloing some tips today, and started thinking about the clarion vs. ageless discussion. I noticed that I can really take advantage of my inherent and kill the mezzer pretty fast with fire blast and then go back to regularly scheduled programming. 8)

I've been playing this character a lot- He currently has Spiritual Total Radial Revamp, Reactive Radial Interface, Ageless Partial Core Invocation, and Pyronic Judgement. Lore is about halfway unlocked, and I'm thinking of going either Robotic Drones or Warworks for the -regen to stack with Drain Psyche. My endurance issues have disappeared having drain psyche up more often from ageless, plus the recovery ageless itself provides.

Anyways, I would really like to understand why it was so heavily suggested that I build for more defense. I believe it was by reading the blaster forums that I got the idea to aim for 32.5 s/l/e/n defense so they're all softcapped with one small purple and I wouldn't have to worry about sacrificing a bunch of recharge for it. The build I posted in my second post reaches that goal for s/l defense and is just over 1% away in e/n defense- Once I save up some inf. and switch to the purple confuse set it will be .4% off.

As for changes, I've done some swapping around in my ST attacks, using different pieces of the same sets to get more endurance reduction. I am considering slotting the purple immobilize set into subdual, but that would drop my e/n defense a bit since I'd be losing the Thunderstrikes.. Although I could get the lost e/n defense back by saving up Hero Merits for a Glad Armor global defense IO.

Anyways, here is the build now with some of the revisions I've made along with the ones I'm considering.

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

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg(3), HO:Nucle(5)
Level 1: Subdual -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(5), GravAnch-Acc/Rchg(7), GravAnch-Immob/EndRdx(7), GravAnch-Hold%(27)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(21), JavVoll-Dam%(46)
Level 4: Mind Probe -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(9), P'ngS'Fest-Dmg/Rchg(9), HO:Nucle(13)
Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(17)
Level 8: Fire Breath -- Posi-Dam%(A), Posi-Acc/Dmg(11), Posi-Dmg/EndRdx(23), Posi-Dmg/Rchg(25), Posi-Acc/Dmg/EndRdx(25)
Level 10: Hover -- Zephyr-ResKB(A), LkGmblr-Rchg+(11), LkGmblr-Def/EndRdx(23)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(46)
Level 14: Super Speed -- Winter-ResSlow(A)
Level 16: Aim -- HO:Cyto(A)
Level 18: Blaze -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(29), Thundr-Acc/Dmg/Rchg(29), HO:Nucle(31)
Level 20: Drain Psyche -- Efficacy-Acc/Rchg(A), P'Shift-Acc/Rchg(31), Nictus-Acc/EndRdx/Rchg(33), Theft-Acc/EndRdx/Rchg(33), Efficacy-EndMod/Rchg(33)
Level 22: Concentration -- HO:Cyto(A)
Level 24: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(34), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(36)
Level 26: Maneuvers -- LkGmblr-Def(A), LkGmblr-Rchg+(27), LkGmblr-Def/EndRdx(48)
Level 28: Tactics -- ToHit-I(A)
Level 30: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(48)
Level 32: Inferno -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Acc/Dmg/Rchg(37), HO:Nucle(37), Oblit-%Dam(37), Erad-%Dam(40)
Level 35: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(43), CoPers-Acc/Conf/Rchg(43), CoPers-Acc/Rchg(45), CoPers-Conf/EndRdx(45), CoPers-Conf%(46)
Level 38: Psychic Shockwave -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Dmg/Rchg(39), Erad-Acc/Dmg/Rchg(39), M'Strk-Acc/Dmg/EndRdx(39), Oblit-%Dam(40), Erad-%Dam(40)
Level 41: Flash Freeze -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(42), FtnHyp-Acc/Sleep/Rchg(42), FtnHyp-Acc/Rchg(42), FtnHyp-Sleep/EndRdx(43)
Level 44: Frozen Armor -- LkGmblr-Def/EndRdx(A), LkGmblr-Rchg+(45), LkGmblr-Def(48)
Level 47: Hoarfrost -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(50)
Level 49: Vengeance -- LkGmblr-Rchg+(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 -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(50), Mrcl-Heal/EndRdx(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(34)


 

Posted

As for why I like more defense than 32% with less recharge. I just think it is personal play preference. To be sure, I like recharge and very few builds will reach a point where more recharge is actually bad. However, building in more mitigation often means making compromises in recharge. My personal reasons for my rad/mm/mace are below.

Layered Mitigation:
More recharge is nice, especially for dps but also for getting defensive powers up and running more often, such as drain psche. However, my main reason for going for the softcaps is to maximize the benefit of the +regen from drain psyche. I wanted to more surely spread out the damage I was receiving so that if I could only hit 2 enemies with drain psyche, 33 hp/sec with no damage resistances would be fine. Burst damage is notoriously bad for regen builds.

Perma:
Now, more recharge can make a perma-drain psyche which can greatly diminish the usefulness of the mitigation provided by higher defense if there are always a good number of targets for it and you can keep it going like perma domination or fury. However, as you saw with Trapdoor, that might not always be the case. In addition, bad tohit rolls or the lack of an agro taker means using purple insps to keep you out of trouble until another good drain psyche can be done.

Inspirations:
My personal preference is to not to have to worry about insps unless I’m going to die or have died. I hate being in situations that are slow, avoidable deaths, knowing that if I had just used my purples a bit more sparingly earlier, I would have been fine. I like orange insp layered with my regen and defense to make a really tough blaster, green insp for burst damage mitigation, and still carry a few purple for defense debuffs. I may keep a column free for reds and other drops from critters, but I don't like using up my safety net. You can’t have a recharge insp. This is one of the big reasons recharge is so important from set bonuses. However, you can have geas of the kind ones/force of nature which works in a pinch. Demonic aura/Eye of the Magus also is a wonderful pinch power.

Attack Chain:
If I find that my favorite every-fight powers are sitting there in my tray recharged while I’m still activating another favorite every-fight power, then I consider my recharge fine enough for my attack cycle. If I find that I have to use my tier one blast more than I would like, then I worry about my recharge. Factoring in attack animation times I just try to hit a personal sweet spot.

As for your new build:
You shouldn't have cyto's in aim and concentration, one needs to be in tactics and use common recharge I/Os or membrane hami-Os in aim and concentration if your sticking with the base slots.


 

Posted

First of all thanks for all the help- I just had a few more questions.

Quote:
Perma:
Now, more recharge can make a perma-drain psyche which can greatly diminish the usefulness of the mitigation provided by higher defense if there are always a good number of targets for it and you can keep it going like perma domination or fury. However, as you saw with Trapdoor, that might not always be the case. In addition, bad tohit rolls or the lack of an agro taker means using purple insps to keep you out of trouble until another good drain psyche can be done.
I would really like to end up with a perma drain psyche build, but I'm not there yet. I'm still waiting on some inf to come in to build the purple sets, so my recharge is a bit lower than I'd like it to be. Would that last build I posted end up with perma drain psyche considering spiritual alpha and ageless destiny?
Quote:
Inspirations:
My personal preference is to not to have to worry about insps unless I’m going to die or have died. I hate being in situations that are slow, avoidable deaths, knowing that if I had just used my purples a bit more sparingly earlier, I would have been fine. I like orange insp layered with my regen and defense to make a really tough blaster, green insp for burst damage mitigation, and still carry a few purple for defense debuffs. I may keep a column free for reds and other drops from critters, but I don't like using up my safety net. You can’t have a recharge insp. This is one of the big reasons recharge is so important from set bonuses. However, you can have geas of the kind ones/force of nature which works in a pinch. Demonic aura/Eye of the Magus also is a wonderful pinch power.
Honestly I've noticed that I kill so fast, I always have either A.) The insps I need or B.) The ability to make them. I've set up some useful binds to turn anything else into either a small or medium purple, and a small or medium break free. In terms of the situations you're describing, those are the ones I save Hoarfrost for. I use it when I have no other means of making it through a fight, and I need the quick heal and the extra HP to get me through. I also like having flash freeze for those emergency situations- Sleep everything I can, run away and pick off whatever I didn't put to sleep as it follows me before hitting rest and going back to finish the job.
Quote:
Attack Chain:
If I find that my favorite every-fight powers are sitting there in my tray recharged while I’m still activating another favorite every-fight power, then I consider my recharge fine enough for my attack cycle. If I find that I have to use my tier one blast more than I would like, then I worry about my recharge. Factoring in attack animation times I just try to hit a personal sweet spot.
Basically the way I see it is that most situations call for fighting lots of minions at a time. I've actually started turning the difficulty up solo for more drain psyche targets. In those situations, I like to have an aoe attack chain. I don't want to use single target attacks unless I'm in a situation where I'm fighting one tough target (the last boss/EB in the spawn, AV's, and the like.)
Quote:
As for your new build:
You shouldn't have cyto's in aim and concentration, one needs to be in tactics and use common recharge I/Os or membrane hami-Os in aim and concentration if your sticking with the base slots.
Yeah good catch, it was pretty late when I threw that together and I saw the advice about dropping one in tactics. My brain sort of mis-translated that information I guess.


 

Posted

Quote:
Originally Posted by MutantX_7 View Post
I strongly suggest getting the PerfShifter +end and either a lvl 50 common IO or lvl 50 perfshifter End Mod. The +end proc really helps with "recovery". While not directly adding to your recovery % you will get +10 endurance points quite often.
The Performance Shifter proc works out to 0.2eps over time. There will be times when it fires more often and times when it fires less often. When paired with the Performance Shifter EndMod in Stamina, it ends up around 0.03eps better than slotting a pair of Common EndMod IOs or 0.09eps better than a Performance Shifter EndMod + EndMod/* combo. In other words, it'll help, but not all that noticeably. The PerfShift Proc works best when adding a slot of EndMod wouldn't give 0.2eps. Your best bet is to find some endurance for your attacks. Inferno is overslotted, so you could find a couple slots for EndRed in Fire Breath & Rain of Fire there.

Also, your defense isn't quite as good as advertised, so you may be getting hit more than expected. Some of the defense in Stealth suppresses in combat. Go into Mids, click Options, then the Effects & Maths tab, then check the box marked "Attacked". That will give you your in-combat defense numbers. If you could find a couple slots for Rectified Reticle sets in Aim & BU, you'd be in good shape. Find a way to fit in 2pcs of BotZ in your movement powers and you might be even better.

I like Flares over Mind Probe, because it works when mezzed, has range and fires fast, all for very little endurance. It's even better than Fire Blast, when you work out DPA. It'll take Thunderstrikes, too.

I love me some +HP, but you'd have better recovery with a Numina's +Reg/+Rec unique in Health instead of the Miracle Heal/End. You'd even get more Regeneration out of the switch, not that it matters much on a Blaster. Something to think about anyway.


 

Posted

Quote:
Originally Posted by streetlight View Post
Your best bet is to find some endurance for your attacks. Inferno is overslotted, so you could find a couple slots for EndRed in Fire Breath & Rain of Fire there.
My endurance issues have actually disappeared now but thanks. Funny thing is I was thinking about dropping inferno entirely- It does a lot of damage but it's annoying to have to reactivate all my toggles. I can move those slots to get my combat defense up to 32.5 as you mentioned.

Quote:
I like Flares over Mind Probe, because it works when mezzed, has range and fires fast, all for very little endurance. It's even better than Fire Blast, when you work out DPA. It'll take Thunderstrikes, too.
Unfortunately I think I'll be dropping the purple immobilize set into mind probe... Fire blast is pretty instantaneously recharged and it's usually enough to take out a mezzer, though.

Quote:
I love me some +HP, but you'd have better recovery with a Numina's +Reg/+Rec unique in Health instead of the Miracle Heal/End. You'd even get more Regeneration out of the switch, not that it matters much on a Blaster. Something to think about anyway.
I may actually find a slot to tack the Numina IO on the end of health. I wish I had room for the medicine pool, because then I could just drop it in the default slot of aid other... Oh well.

edit: I'm surprised you would say regen doesn't matter much for this build, I figured any extra regen I got from set bonuses would compliment drain psyche well.


 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
Yeah I've still been using it on single targets for the regen debuff but I don't notice it doing very much for my recovery. I figured since I built for recovery and end bonuses I would be able to focus my slotting on accuracy and damage.
You're running multiple toggles plus firing off a lot of high damage (and high endurance) attacks... you'll need to slot for endurance, get endurance / recovery bonuses from sets, and also probably use Drain Psyche. Remember that AE farm performance is pretty much meaningless as far as the rest of the game is concerned since you don't have endless inspirations in the real game.

Quote:
edit: I'm surprised you would say regen doesn't matter much for this build, I figured any extra regen I got from set bonuses would compliment drain psyche well.
The problem with slotting for regen is that set bonuses just don't give enough of it to matter. All of your set bonuses combined give you about 65% regen, which is handy to reduce downtime when you have no other regen boosts or heals but is pretty much unnoticeable when you have near-permanent Drain Psyche. A far better survival boost would be fitting some heal enhancement in Drain Psyche... one or two targets would be enough to equal your current set bonuses and hitting several would give you a substantial boost.


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

Quote:
Originally Posted by StrykerX View Post
You're running multiple toggles plus firing off a lot of high damage (and high endurance) attacks... you'll need to slot for endurance, get endurance / recovery bonuses from sets, and also probably use Drain Psyche. Remember that AE farm performance is pretty much meaningless as far as the rest of the game is concerned since you don't have endless inspirations in the real game.
I've worked out my endurance issues as posted earlier- I did reslotting for endurance reduction, and that combined with tier 3 ageless did the trick.

Quote:
The problem with slotting for regen is that set bonuses just don't give enough of it to matter. All of your set bonuses combined give you about 65% regen, which is handy to reduce downtime when you have no other regen boosts or heals but is pretty much unnoticeable when you have near-permanent Drain Psyche. A far better survival boost would be fitting some heal enhancement in Drain Psyche... one or two targets would be enough to equal your current set bonuses and hitting several would give you a substantial boost.
Oh, I didn't go out of my way to slot for it- I just ended up with some, which I thought was a nice little "bonus," in addition to what I was actually building for. Thanks for that bit of advice, as I mentioned in my last post I think I will be dropping inferno from my build, so I will have 5 extra slots to play with. I was going to follow streetlight's advice and put a couple of rectified recticle sets in as I wasn't thinking of the suppressed combat defense in stealth when looking at my totals. That will leave me with 3 extra slots, 2 of which can be used to enhance the heal in Drain Psyche.


 

Posted

Okay, I did a bunch of reworking and this new build will softcap smashing, lethal, energy, negative energy, and ranged defense with one small purple inspiration. I am hoping it will be perma drain psyche with 96.25% global recharge in addition to tier 3 spiritual alpha and ageless destiny.

I took some of the suggestions in this thread and sort of mashed them together... It's going to take me a while to save up the cash/merits for the 4 purple sets and glad armor IO, but it's something to work towards.

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

Click this DataLink to open the build!

Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Cold Mastery

Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(11), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(19)
Level 1: Subdual -- GravAnch-Hold%(A), GravAnch-Immob/Rchg(3), GravAnch-Acc/Immob/Rchg(3), GravAnch-Acc/Rchg(5), GravAnch-Immob/EndRdx(5)
Level 2: Mind Probe -- P'ngS'Fest-Acc/Dmg(A), P'ngS'Fest-Dmg/EndRdx(7), P'ngS'Fest-Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(34)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(17), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(39)
Level 6: Rain of Fire -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(9), Ragnrk-Acc/Rchg(39), Ragnrk-Dmg/EndRdx(39), Ragnrk-Dmg(40)
Level 8: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(9), LkGmblr-Def(11)
Level 10: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Acc/Dmg/EndRdx(40), Posi-Dmg/Rchg(42), Posi-Dam%(42)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(13)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Aim -- HO:Membr(A)
Level 18: Psychic Scream -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(45)
Level 20: Drain Psyche -- Theft-Acc/EndRdx/Rchg(A), Nictus-Acc/EndRdx/Rchg(21), Efficacy-EndMod/Acc/Rchg(21), Nictus-Heal/HP/Regen/Rchg(23), Theft-Heal/Rchg(23), Theft-Acc/Heal(25)
Level 22: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(25), Thundr-Dmg/Rchg(27), Thundr-Acc/Dmg/Rchg(27), Thundr-Acc/Dmg/EndRdx(33), Thundr-Dmg/EndRdx/Rchg(34)
Level 24: Concentration -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(34)
Level 26: Boxing -- EndRdx-I(A)
Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(29), CoPers-Acc/Conf/Rchg(29), CoPers-Acc/Rchg(31), CoPers-Conf/EndRdx(31), CoPers-Conf%(31)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-Psi/Status(36), S'fstPrt-ResKB(37)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def(33)
Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(36), LkGmblr-Def(36)
Level 38: Tactics -- HO:Cyto(A)
Level 41: Flash Freeze -- FtnHyp-Sleep(A), FtnHyp-Sleep/EndRdx(42), FtnHyp-Sleep/Rchg(46), FtnHyp-Acc/Sleep/Rchg(46), FtnHyp-Acc/Rchg(46)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), GA-3defTpProc(50)
Level 47: Psychic Shockwave -- Erad-Acc/Dmg/Rchg(A), Erad-Acc/Dmg/EndRdx/Rchg(48), Erad-%Dam(48), C'ngBlow-Dmg/EndRdx(48), C'ngBlow-Acc/Rchg(50), C'ngBlow-Acc/Dmg(50)
Level 49: Vengeance -- LkGmblr-Rchg+(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 -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(45)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(37)



)


 

Posted

Something else to add, have you picked up the +END accolades yet?

You farmed to 50 after awhile, so I would think you might have missed them.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
Something else to add, have you picked up the +END accolades yet?

You farmed to 50 after awhile, so I would think you might have missed them.

I will be finishing up the Atlas Medallion tonight, and I think I have almost all of the Praetorian AV defeats for Portal Jockey. Not sure if defeating Marauder, Nightstar, Antimatter and Seige in incarnate trials counts or not.


 

Posted

Some thoughts:
I'd suggest the Numinas +Regen/Recovery IO to help with recovery.
I would not run Tactics without an End Reducer.
Maybe you already do this, but I would not run Tactics, Stealth, or WoC against a single target like an EB. The return for End used is too low.

Otherwise I think it looks good!


Ideally, the tank will die precisely as everyone else starts fighting, allowing aggro to be spread evenly among the blaster. -seebs, "How to Suck at CoH/CoV" Guide