Energy/Energy Defense Build
yup, sure is.
Glad Armor proc is about 2billion?
perma jump is ---> /up 1
I think it will be frustrating to be honest. I think Nrg primary works at odds in supporting Nrg secondary. The opposite is not true. I think it may be better to concentrate on ranged defense, use your primary for mitigation, then swoop in to blap on the downed mobs, or after scattering them with Torrent and Blast, move in and blap on target. Selective blapping as system, is more easily survivable, as opposed to blapping as your primary attack method.
Ranged capped defense is also very affordable on an Nrg/Nrg, while still giving you your nuke, all ranged attacks, aid self and a hard hitting blap of your choice. In a mixed setting, you will also get mezzed less, so capping range, also give you the dual benifit of ghetto mez protection.
I think it will be frustrating to be honest. I think Nrg primary works at odds in supporting Nrg secondary. The opposite is not true. I think it may be better to concentrate on ranged defense, use your primary for mitigation, then swoop in to blap on the downed mobs, or after scattering them with Torrent and Blast, move in and blap on target. Selective blapping as system, is more easily survivable, as opposed to blapping as your primary attack method.
Ranged capped defense is also very affordable on an Nrg/Nrg, while still giving you your nuke, all ranged attacks, aid self and a hard hitting blap of your choice. In a mixed setting, you will also get mezzed less, so capping range, also give you the dual benifit of ghetto mez protection. |
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
Thanks for the advice guys(: I'll look into that...two billion is a hefty price.
When I usually play, I use melee attacks as my damage dealers after using torrent and explosive blast to scatter a mob. Plus with tier 3 rebirth it increases my survivability in close range.
EDIT:
Okay! Since this is my primary character I've decided to keep the 2billion proc in there because I'm extremely devoted to this toon. Anyways I've revised the build, with just about the same powers and ended up with this:
38.7% Smashing/lethal defense
44.2% Energy Defense
38.8% Ranged defense
On nova, with Obliteration slotted, I get that, but if i flip to three explosive strikes and three eradications It changes to:
36.8% S/L Defense
48.3% Energy
42.2% Ranged
Which would be better? Do you think that extra 2% S/L and 4% Ranged make a good difference?
Here's the datalink if you'd like to comment further
http://www.cohplanner.com/mids/downl...66FF01CF75DE07
The latter, which makes me think you could get to the soft cap on ranged with a bit of tweaking, Im not able to look at mids on this computer.
My theory is this, especially after saying what you did about how you play. After the initial scattering, you focus on single target blapping to take them down. So if it works like I think you are stating, you are in melee range of one mob ideally, and several mobs are close, yet still out of melee range. So my thinking is, range defense is still superior, as most mobs will be now attacking via their ranged attacks. The mob you face in melee, will go down pretty quickly, or be incapacitated, so you are relatively safe there. Another thing to think about is, that at times, melee is simply death for blasters, no matter what defense you choose, in some of those cases, ranged defense and hovering, can keep you alive and out of harms way.
Of course, all my advice comes from a bias towards ranged play, and a player who is more determined to blap, my contradict or have other opinions on what you should do.
The latter, which makes me think you could get to the soft cap on ranged with a bit of tweaking, Im not able to look at mids on this computer.
My theory is this, especially after saying what you did about how you play. After the initial scattering, you focus on single target blapping to take them down. So if it works like I think you are stating, you are in melee range of one mob ideally, and several mobs are close, yet still out of melee range. So my thinking is, range defense is still superior, as most mobs will be now attacking via their ranged attacks. The mob you face in melee, will go down pretty quickly, or be incapacitated, so you are relatively safe there. Another thing to think about is, that at times, melee is simply death for blasters, no matter what defense you choose, in some of those cases, ranged defense and hovering, can keep you alive and out of harms way. Of course, all my advice comes from a bias towards ranged play, and a player who is more determined to blap, my contradict or have other opinions on what you should do. |
Also, I just realized something..
High Defense + My Dimagnetic Core Interface = amazing survivability?!
Blapping can be safer if you only hit things that are busy getting up. Power Push is good for that, because the kb is fixed, not a chance for kb like most of the other powers. So you can hit them with Power Push as you're approaching, then close and use another attack. Then hit them with Power Thrust as they're getting up and immediately hit another melee attack, which will go off as they are flying away.
I don't blap at all with my en/en any more, but I do use Total Focus on my storm/en. Same principle really. Since I have Power Push on my blaster anyway to hold a Thunderstrike set, I'm now kind of tempted to grab and slot one melee attack with Mako's just for that sort of Power Push/dive bomb maneuver, which sounds fun.
Angel Witch II - Chord of Souls - Storm Witch II - Princess of the Dawn - Standing Horse - Witch of Xymox
Silent Scream - Shadow Witch II - Liquid Serenade - Nebulous Dawn - Ghost Witch II -Xiberia
Very nice on the whole. If you enjoy tip missions, the Gladiator unique IO is available fro 30 Hero Merits - that can be a reasonably achievable career goal on the way to 50.
Incidentally, your melees attacks are slotted a little bit oddly.
I'd trade one of those Acc/End fillers for an Acc/Damage so that you're at least doing maximum damage, rather than shaving a little bit more off the endurance cost.
After all, more damage = fewer hits to defeat = less endurance spent.
I have a pure ranged defense build for my Eng/Eng blaster that still gives me the opportunity to swoop in and blap with 2 full-strength attacks. Check this out.
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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
Very nice on the whole. If you enjoy tip missions, the Gladiator unique IO is available fro 30 Hero Merits - that can be a reasonably achievable career goal on the way to 50.
Incidentally, your melees attacks are slotted a little bit oddly. I'd trade one of those Acc/End fillers for an Acc/Damage so that you're at least doing maximum damage, rather than shaving a little bit more off the endurance cost. After all, more damage = fewer hits to defeat = less endurance spent. |
After looking at it, only one of those acc/end is needed. When i swapped out for an acc/dam or an acc/dam/end it only changed by about .2 endurance. So the more damage would be better!
I have a pure ranged defense build for my Eng/Eng blaster that still gives me the opportunity to swoop in and blap with 2 full-strength attacks. Check this out.
It's cheap, no purples or PVP IOs, gets you over the cap in ranged defense before power boost, and could be further enhanced by the Nerve Alpha that enhances accuracy and defense. In fact, with Power Boost and Nerve Core Paragon, this build can reach 53% ranged defense. That should be more than enough. |
One thing you might want to keep in mind is that most mezzes are ranged attacks. That means even if you are in melee range the most dangerous attack might be ranged. As you probably know as your defense goes up each additional point becomes more valuable ( 40% def gets hit twice as often as 45% def). If you get to 45% ranged you are in a great position to minimize mezzing.
I hate getting mezzed myself and play solo a lot so I usually go with a /traps corrupter just so I can get mez protection. I also like to level quickly so I tend to play at -1 / X4 X8, so there are a lot of mezzers I have to contend with. If you are playing at +2 / X1 you are in a different strategic situation and powerful melee attacks might be your greatest danger.
I agree with Jim, though to be honest, with range capped defense, -1 and most any player settings will not be an issue. Neither will +2/1, which is about the same really as far as difficulty. The same mobs that are troublesome for everyone are still tough. I think at 50 I still have the worst time with Malta, though the danger of sappers and gunslingers is greatly reduced, as neither hit very often. I actually dont worry about the sappers much at this point.
Carnies have really become pretty easy for the most part, as once the minions are dispensed with, the mistresses are not that hard if you have ranged defense, as the summons are ranged attackers.
Tight quarters is a challenge at times, as you dont want to get surrounded in melee range with only ranged defense.
I dont blap like you want to, but I do use bone crusher at times, usually for fun, or against a boss once in while.
I would say consider the force feedback proc in your AOE's if you plan to play on higher player settings, it makes tearing through minions and lts easy peasy. I would go so far as to say, with those procs, Nrg is the most effective AOE blaster solo, and maybe even teamed. If they changed KB to KD, I think it would be no contest. In todays game style, Ill take Nrg's fast animating aoe's over fires one good, one bad one any time.
If its your thing, you can even bring him to the ambush farms with high cielings and simply fire away with impunity. Mine is not much slower than my ss/fire on lower difficulty settings, and if you are farming for tickets, that is the way to go anywya.
One thing you might want to keep in mind is that most mezzes are ranged attacks. That means even if you are in melee range the most dangerous attack might be ranged. As you probably know as your defense goes up each additional point becomes more valuable ( 40% def gets hit twice as often as 45% def). If you get to 45% ranged you are in a great position to minimize mezzing.
I hate getting mezzed myself and play solo a lot so I usually go with a /traps corrupter just so I can get mez protection. I also like to level quickly so I tend to play at -1 / X4 X8, so there are a lot of mezzers I have to contend with. If you are playing at +2 / X1 you are in a different strategic situation and powerful melee attacks might be your greatest danger. |
I was able to get my ranged defense around 46% but my S/L dropped to 35% from 38%. From what you said, this seems alot more survivable.
Also to help with the defense, I have Dimagnetic core interface (100% chance for -tohit buff.)
I agree with Jim, though to be honest, with range capped defense, -1 and most any player settings will not be an issue. Neither will +2/1, which is about the same really as far as difficulty. The same mobs that are troublesome for everyone are still tough. I think at 50 I still have the worst time with Malta, though the danger of sappers and gunslingers is greatly reduced, as neither hit very often. I actually dont worry about the sappers much at this point.
Carnies have really become pretty easy for the most part, as once the minions are dispensed with, the mistresses are not that hard if you have ranged defense, as the summons are ranged attackers. Tight quarters is a challenge at times, as you dont want to get surrounded in melee range with only ranged defense. I dont blap like you want to, but I do use bone crusher at times, usually for fun, or against a boss once in while. I would say consider the force feedback proc in your AOE's if you plan to play on higher player settings, it makes tearing through minions and lts easy peasy. I would go so far as to say, with those procs, Nrg is the most effective AOE blaster solo, and maybe even teamed. If they changed KB to KD, I think it would be no contest. In todays game style, Ill take Nrg's fast animating aoe's over fires one good, one bad one any time. If its your thing, you can even bring him to the ambush farms with high cielings and simply fire away with impunity. Mine is not much slower than my ss/fire on lower difficulty settings, and if you are farming for tickets, that is the way to go anywya. |
I can easily say Energy/Energy has always been a fun build for me solo or teaming, although on the iTrials i can only ever seem to get commons and an uncommon once in a blue moon. I'm assuming this is because of the damage style of the build considering my friend's fire/dev gets rares as easy as breathing!
Would it still be considerable to have the +Rech proc if i have spiritual core alpha?
I hate getting mezzed myself and play solo a lot so I usually go with a /traps corrupter just so I can get mez protection. I also like to level quickly so I tend to play at -1 / X4 X8, so there are a lot of mezzers I have to contend with. If you are playing at +2 / X1 you are in a different strategic situation and powerful melee attacks might be your greatest danger.
|
I've taken that one some of my squishies, and also made one of the Barriers for use on trials where tankers are going to attract all the aggro and mezzes aren't as much of a problem.
I use both spiritual and the recharge proc. On big mob counts, I can nearly chain Blast and Torrent. If you blap more, then you likely dont care about that style of play.
If you care less about having your AOE's up more, then I would double proc them atleast, as you can get alot of mileage out of that. I previously had mine double procced with Posi and the Explosive procs and found that very nice also. I think the recharge proc, vs a damage proc in them is purely a play style choice.
If you can squeze it in, the damage proc in your tier one blast is amazing. I couldnt fit it in for my ranged defense build, but on my other build I had it, and it is amazing on attack you use so often.
So what did you go with, ranged or S/L for your defense?
I use both spiritual and the recharge proc. On big mob counts, I can nearly chain Blast and Torrent. If you blap more, then you likely dont care about that style of play.
If you care less about having your AOE's up more, then I would double proc them atleast, as you can get alot of mileage out of that. I previously had mine double procced with Posi and the Explosive procs and found that very nice also. I think the recharge proc, vs a damage proc in them is purely a play style choice. If you can squeze it in, the damage proc in your tier one blast is amazing. I couldnt fit it in for my ranged defense build, but on my other build I had it, and it is amazing on attack you use so often. So what did you go with, ranged or S/L for your defense? |
In the end I went with more ranged defense simply to avoid the mez problem. After the build is done i may decide to switch to clarion for my destiny if mez is still a considerable roadblock. Thanks for the tips by the way, greatly appreciated!
Here's the chunk if you'd like to take a more detailed look :3
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Nice build, Its lots more expensive than mine with the glad, but aside from price, I think its better, though I would miss boost range.
Should be very sturdy. I wonder if the increased s/l defense, is superior than having aid self. Definatly more fire and forget, which is nice for continous blasting.
Nice build, Its lots more expensive than mine with the glad, but aside from price, I think its better, though I would miss boost range.
Should be very sturdy. I wonder if the increased s/l defense, is superior than having aid self. Definatly more fire and forget, which is nice for continous blasting. |
thanks for all of the help & tips !
What alpha did you go with for this build?
I messed around with the OP's build a bit, got it softcapped to s/l & ranged- but it ain't real pretty. Aim, BU, hasten, and the nuke are all underslotted, imo. I think I'd build to ranged cap, and shoot for 32.5% s/l to get those powers slotted a bit better.
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I'll have to check out that chunk a bit later, i'm on my Mac right now and my PC is out of commission so I don't have access to Mids :[
This is KP's current build. Not a Tank or anything, but plenty survivable. I'd hate to think of what it would cost nowadays, but it works... well. EDIT: my build wasn't quite right (that's my fault for relying on memory) -> The Live character has a Steadfast Protection +3% Defense in the single Force of Nature slot.
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Currently playing:
Infaerna Who knew Fire/Fire Brutes were fun to play?
Okay, as for my Level 50 Blaster, Speedy Wu, I've remade him once so far to move from SO's to IO's and i made a frankenslot build centered around force mastery and his survivability on a solo mission is good..but without the incarnate powers it's rather questionable.
With this being said I had learned about the miracle of Defense bonuses, sadly after this frankenbuild was already complete -_-
So I made a build on Mid's that's energy/energy/mace and i want to see if it's survivable!
Just so you know:
My choice of SS & Fly is a choice made for concept purposes
I'm looking for a defense heavy "Blapper" build that is survivable at medium to close range.
The question is...Is this survivable?
Hero Plan by Mids' Hero Designer 1.942
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Speedy Wu Defense: Level 50 Mutation Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Power Blast
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Recharge
- (11) Thunderstrike - Accuracy/Damage/Endurance
- (11) Thunderstrike - Damage/Endurance/Recharge
Level 1: Power Thrust- (A) Accuracy IO
Level 2: Power Bolt- (A) Thunderstrike - Accuracy/Damage
- (17) Thunderstrike - Damage/Endurance
- (19) Thunderstrike - Damage/Recharge
- (21) Thunderstrike - Accuracy/Damage/Recharge
- (23) Thunderstrike - Accuracy/Damage/Endurance
- (23) Thunderstrike - Damage/Endurance/Recharge
Level 4: Energy Punch- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance
- (5) Kinetic Combat - Damage/Recharge
- (7) Kinetic Combat - Damage/Endurance/Recharge
- (27) Rope A Dope - Accuracy/Endurance
- (29) Stupefy - Accuracy/Endurance
Level 6: Hasten- (A) Recharge Reduction IO
- (7) Recharge Reduction IO
Level 8: Build Up- (A) Recharge Reduction IO
- (9) Recharge Reduction IO
Level 10: Power Burst- (A) Thunderstrike - Accuracy/Damage
- (29) Thunderstrike - Damage/Endurance
- (31) Thunderstrike - Damage/Recharge
- (34) Thunderstrike - Accuracy/Damage/Recharge
- (36) Thunderstrike - Accuracy/Damage/Endurance
- (36) Thunderstrike - Damage/Endurance/Recharge
Level 12: Bone Smasher- (A) Kinetic Combat - Accuracy/Damage
- (13) Kinetic Combat - Damage/Endurance
- (13) Kinetic Combat - Damage/Endurance/Recharge
- (15) Kinetic Combat - Damage/Recharge
- (25) Rope A Dope - Accuracy/Endurance
- (25) Stupefy - Accuracy/Endurance
Level 14: Super Speed- (A) Celerity - +Stealth
- (15) Quickfoot - Endurance/RunSpeed
Level 16: Sniper Blast- (A) Extreme Measures - Accuracy/Damage
- (17) Extreme Measures - Accuracy/Interrupt/Range
- (46) Extreme Measures - Damage/Interrupt/Recharge
- (46) Extreme Measures - Damage/Endurance/Recharge
- (48) Extreme Measures - Damage/Endurance
Level 18: Conserve Power- (A) Recharge Reduction IO
- (19) Recharge Reduction IO
Level 20: Aim- (A) Rectified Reticle - Increased Perception
- (21) Rectified Reticle - To Hit Buff/Recharge
Level 22: Boxing- (A) Accuracy IO
Level 24: Energy Torrent- (A) Positron's Blast - Accuracy/Damage
- (36) Positron's Blast - Damage/Endurance
- (40) Positron's Blast - Accuracy/Damage/Endurance
- (42) Positron's Blast - Damage/Recharge
- (45) Javelin Volley - Accuracy/Endurance/Recharge
- (45) Kinetic Crash - Recharge/Endurance
Level 26: Tough- (A) Steadfast Protection - Resistance/+Def 3%
- (27) Gladiator's Armor - TP Protection +3% Def (All)
Level 28: Explosive Blast- (A) Positron's Blast - Accuracy/Damage
- (43) Positron's Blast - Damage/Endurance
- (43) Positron's Blast - Accuracy/Damage/Endurance
- (43) Positron's Blast - Damage/Recharge
- (45) Javelin Volley - Accuracy/Endurance/Recharge
- (46) Kinetic Crash - Recharge/Endurance
Level 30: Weave- (A) Red Fortune - Defense
- (31) Red Fortune - Defense/Endurance
- (31) Luck of the Gambler - Defense/Endurance
Level 32: Nova- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (34) Obliteration - Chance for Smashing Damage
Level 35: Combat Jumping- (A) Kismet - Accuracy +6%
Level 38: Total Focus- (A) Kinetic Combat - Accuracy/Damage
- (39) Kinetic Combat - Damage/Endurance
- (39) Kinetic Combat - Damage/Recharge
- (39) Kinetic Combat - Damage/Endurance/Recharge
- (40) Stupefy - Accuracy/Endurance
- (40) Rope A Dope - Accuracy/Endurance
Level 41: Scorpion Shield- (A) Red Fortune - Defense
- (42) Red Fortune - Defense/Endurance
- (42) Luck of the Gambler - Defense/Endurance
Level 44: Hover- (A) Karma - Knockback Protection
Level 47: Stun- (A) Razzle Dazzle - Accuracy/Recharge
- (48) Razzle Dazzle - Endurance/Stun
- (48) Razzle Dazzle - Accuracy/Endurance
- (50) Razzle Dazzle - Stun/Range
- (50) Razzle Dazzle - Accuracy/Stun/Recharge
- (50) Razzle Dazzle - Chance of Immobilize
Level 49: Fly- (A) Endurance Reduction IO
Level 50: Spiritual Core Paragon------------
Level 1: Brawl
- (A) Accuracy IO
Level 1: DefianceLevel 1: Sprint
- (A) Endurance Reduction IO
Level 2: Rest- (A) Recharge Reduction IO
Level 4: Ninja RunLevel 2: Swift
- (A) Run Speed IO
Level 2: Health- (A) Numina's Convalescence - +Regeneration/+Recovery
- (37) Miracle - +Recovery
Level 2: Hurdle- (A) Jumping IO
Level 2: Stamina- (A) Performance Shifter - Chance for +End
- (37) Performance Shifter - EndMod
- (37) Endurance Modification IO
------------Set Bonus Totals: