Nrg/Dev Build Help


Hindenburg

 

Posted

Been playing around on my old Blaster updating her to a inherant fitness build. I'm mainly happy with what I have now, but freeing up those three power picks means a somewhat new build. Build below.

Some questions:

1)Force Feedback: Chance for +Recharge. Have I gone overboard with these? Been in the build since Inventions came out pretty much (Blaster was my main at that point) and I know their use has changed somewhat over the years since.

2)Not having an issue with end, have plenty of global recharge (81% without hasten) and my accuracy seems good. Which direction should I be looking for my alpha slot?

3)Generally is it worth building for Res or Def, I tend to stay at range (out of melee anyway).

4)Any glaring omissions or oddities?

5)Cash is an issue, I have all but recharge intensive pet IOs and the LotG +recharge on hand. Don't want to fork out for lots of new IOs.

Errors in following build:
TP Foe is supposed to be TP Friend, forgot to change it back.
Swap SS for Temp Invulnerability with a IO/HamiO for Res/End.

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

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Level 50 Technology Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Devices
Power Pool: Flight
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Medicine
Ancillary Pool: Force Mastery

Hero Profile: Polyphemus
Level 1: Power Bolt

  • (A) Entropic Chaos - Accuracy/Damage
  • (3) Entropic Chaos - Damage/Endurance
  • (3) Entropic Chaos - Damage/Recharge
  • (5) Entropic Chaos - Damage/Endurance/Recharge
  • (5) Entropic Chaos - Chance of Heal Self
  • (7) Force Feedback - Chance for +Recharge
Level 1: Web Grenade
  • (A) Enfeebled Operation - Accuracy/Immobilize/Recharge
Level 2: Power Blast
  • (A) Devastation - Accuracy/Damage
  • (7) Devastation - Damage/Endurance
  • (9) Devastation - Damage/Recharge
  • (9) Devastation - Accuracy/Damage/Recharge
  • (11) Devastation - Chance of Hold
  • (11) Force Feedback - Chance for +Recharge
Level 4: Energy Torrent
  • (A) Positron's Blast - Accuracy/Damage
  • (15) Positron's Blast - Damage/Endurance
  • (17) Positron's Blast - Damage/Recharge
  • (17) Positron's Blast - Damage/Range
  • (19) Positron's Blast - Accuracy/Damage/Endurance
  • (19) Force Feedback - Chance for +Recharge
Level 6: Power Burst
  • (A) Decimation - Accuracy/Damage
  • (21) Decimation - Damage/Endurance
  • (21) Decimation - Damage/Recharge
  • (23) Decimation - Accuracy/Endurance/Recharge
  • (23) Decimation - Accuracy/Damage/Recharge
  • (25) Force Feedback - Chance for +Recharge
Level 8: Sniper Blast
  • (A) Sting of the Manticore - Accuracy/Damage
  • (25) Sting of the Manticore - Damage/Endurance
  • (27) Sting of the Manticore - Accuracy/Interrupt/Range
  • (27) Sting of the Manticore - Damage/Interrupt/Recharge
  • (29) Sting of the Manticore - Damage/Endurance/Recharge
Level 10: Targeting Drone
  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (31) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
Level 12: Hover
  • (A) Luck of the Gambler - Recharge Speed
  • (33) Kismet - Accuracy +6%
  • (33) Freebird - +Stealth
Level 14: Fly
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (33) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 16: Hasten
  • (A) Recharge Reduction IO
  • (34) Recharge Reduction IO
  • (34) Recharge Reduction IO
Level 18: Smoke Grenade
  • (A) Dark Watcher's Despair - To Hit Debuff/Recharge
  • (34) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
  • (36) Dark Watcher's Despair - To Hit Debuff/Endurance
  • (36) Dark Watcher's Despair - To Hit Debuff
Level 20: Cloaking Device
  • (A) Luck of the Gambler - Recharge Speed
  • (36) Luck of the Gambler - Defense/Endurance
  • (37) Luck of the Gambler - Defense/Endurance/Recharge
Level 22: Power Push
  • (A) Kinetic Crash - Damage/Knockback
  • (37) Kinetic Crash - Accuracy/Knockback
  • (37) Kinetic Crash - Recharge/Knockback
  • (39) Kinetic Crash - Recharge/Endurance
Level 24: Aid Other
  • (A) Interrupt Reduction IO
Level 26: Explosive Blast
  • (A) Positron's Blast - Accuracy/Damage
  • (39) Positron's Blast - Damage/Endurance
  • (39) Positron's Blast - Damage/Recharge
  • (40) Positron's Blast - Damage/Range
  • (40) Positron's Blast - Accuracy/Damage/Endurance
  • (40) Force Feedback - Chance for +Recharge
Level 28: Trip Mine
  • (A) Obliteration - Damage
  • (42) Obliteration - Accuracy/Recharge
  • (42) Obliteration - Damage/Recharge
  • (42) Obliteration - Accuracy/Damage/Recharge
  • (43) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (43) Explosive Strike - Chance for Smashing Damage
Level 30: Aid Self
  • (A) Doctored Wounds - Heal/Endurance
  • (43) Doctored Wounds - Endurance/Recharge
  • (45) Doctored Wounds - Heal/Recharge
  • (45) Doctored Wounds - Heal/Endurance/Recharge
  • (45) Doctored Wounds - Heal
Level 32: Nova
  • (A) Obliteration - Damage
  • (46) Obliteration - Accuracy/Recharge
  • (46) Obliteration - Damage/Recharge
  • (46) Obliteration - Accuracy/Damage/Recharge
  • (48) Obliteration - Accuracy/Damage/Endurance/Recharge
Level 35: Aim
  • (A) Recharge Reduction IO
Level 38: Teleport Foe
  • (A) Recharge Reduction IO
Level 41: Personal Force Field
  • (A) Luck of the Gambler - Recharge Speed
  • (48) Luck of the Gambler - Defense/Recharge
Level 44: Gun Drone
  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (48) Expedient Reinforcement - Accuracy/Damage
  • (50) Expedient Reinforcement - Damage/Endurance
  • (50) Expedient Reinforcement - Accuracy/Damage/Recharge
  • (50) Devastation - Chance of Hold
Level 47: Caltrops
  • (A) Recharge Reduction IO
Level 49: Super Speed
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
------------
Level 2: Swift
  • (A) Flight Speed IO
Level 2: Health
  • (A) Healing IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina
  • (A) Performance Shifter - Chance for +End
  • (13) Performance Shifter - EndMod
  • (13) Performance Shifter - EndMod/Recharge
  • (15) Performance Shifter - EndMod/Accuracy



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Posted

I see that your build was thought out nicely. You put in a lot of diversity and utility in your power choices. However, there are some changes to it that I would suggest which could help you perform your Primary purpose a little better. Fortunately, the kind hearted Devs allow us to have multiple builds and we could designate your build as a solo and secondary build to your Primary Build which would capitalize on your Primary purpose which is Debuffing Enemy Hit Points as quickly as possible while looking Uber.

Your Concerns(reversed order):

5) Cash is an Issue:
With Alignment Merits Cash is no longer an Issue. Do your daily Alignment Tip Missions and you can earn whatever shinies you don't currently have. You have a great start and any additional needs will be easy to aquire. Such as: Numina's Convalescence:
+Regen/+Recovery and a Miracle: +Recovery. The one that might give you pause is the Gladiator's: +Def in Temp Invuln. Replace it with an Aegis Res/End if the effort to get the Gladiator is not worth it to you.

4) Oddities:
You don't put a lot of recharge into Aim. I like to have that up as often as possible. If I had my druthers about it. I would Drop Power Push from your build and put Assault in there at level 35 instead. You have adequate Knockback Protection from Hover and Fly. Your other powers knock things back more than enough. And if you take Assault you can put 2 slots into Aim and go with 3 Recharge IO's there, which would make the power available for every spawn(give or take an active Hasten). Exchanging Power Push for Assault and putting two of the slots into Aim would leave you a free slot to put into Explosive Blast for another FF:Chance.
You took Super Speed at lvl 49. I exchanged that for Combat Jumping. CJ gives Immob Resistance and more Def, and is a nice spot to put another LoTG:+Rech. It doesn't have a huge end cost and it can be ran at the same time as Hover.
You only took PFF from Force Mastery. Temp Invuln is there to help you make up for the incomming damage that the badies can put on you in the upper levels. Temp Invuln is a great spot for the Steadfast: Res/+Def. Also, Force Master has Force of Nature, this is your GodMode(panic button). This power will save you many times. I put a Gladiator:+Def into it. You can replace with a Recharge IO or a Titanium Coating: Res/Rech until you earn the Gladiator, or if you feel the effort to get it is not worth it.
You mistreated your Web Grenade and your Caltrops. These two powers are exceptionally useful. If you don't use them this would be your chance to practice more with what makes Devices work. Web Grenade deserves more respect because it is another power you can use while Mezzed, Trap of the Hunter set has fine bonuses and so I beefed it up. I still have hope that they will normalized the range of this power to 70ft for all Webnade-type powers. Caltrops is one of your best powers your character has. It's uses are numerous and awesome. I set it up in the best fashion I know how to maximize it's utility, including recharge enough to have 2 patches up at the same time and uber damage. Most would suggest multiple procs go in this power, they may be right, I really like having consistent damage and recharge for this. Almost none would suggest putting it off until lvl 47 and 1 slotting it. This power can make a Giant Monster stop attacking and try to flee.

3) Building for Res and/or Def:
Some may be able to cobble together a Ranged Def Soft Cap Build for you. I built this way based on my feeling that it behooves a Blaster to kill things faste and worry about defense later. This build has some defense and some resistance, anything more focused and your primary aspect(Debuffing Hit Points) may suffer. I made sure to put in good Knockback Protection for you. Along with stacking Stealth from Hover and Cloaking Device, you now have Temp Invuln and two panic buttons,Force of Nature, followed by a blue and PFF if necessary. This is a survivable and affordable('cept Gladiator) build.

2) Alpha Slot?:
This build sacrificed some of your global recharge(+81% down to 66.3% w/out Hasten). But this build Improves your end recovery and your health regen. Your End use is only .83 with Hover, Targetting Drone, Cloacking Device, Temp Invuln, and Combat Jumping on at all times. Your End Recovery is 3.11s not taking into account any End Increases from Accolades. You may still want to go with Spiritual for max recharge. Or, Musculature for max hit point debuffing and if you get Radial Paragon it also boosts your End Recovery. But Caridac, decreases the End Costs of all your powers and if you get the Core Paragon, you get a 20% increase to the ranges of your attacks and a 20% increase to your Resistences. This would be like adding another 2 slots to all your powers. Musculature or Cardiac are probably your best Alpha Choices.

1)FF: Chance for +Rech, too much?
Not really, but to get the best results for your build I had to pull a few out. There are still 2 in your build and they are in your best powers to get the most use out of them. Your Tier 1 and 2 attacks which will be available to you even if you are Mezzed. If you choose to drop Power Push, and I highly recommend it, you would have that extra slot I mentioned above( Concern #4: Oddities) where you could and should put that into Explosive Blast. That would give you the best possible selection of power to have the FF Proc in, short of being in all of them.

I hope these build suggestions help. Happy Gaming :-)

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"Character is what you are in the dark"-John Warfin

 

Posted

--FF proc, has a greater (almost every time) chance to proc if used in AoE's.

--You don't need Power Blast and Power Bolt.

--Repulsion Bomb is a excellent power. It has a long animation but does more damage than Energy Torrent and Explosive Blast, and has a disorient, and a perfect place for another FF proc. You basically open with this power, followed by yer other 2 aoe's.

--I'm not sure about slotting Caltrops for damage, it looks interesting tho. I think the best case is for caltrops to hit a enemy 7~10 "tics" before they exit the patch. Each tic of damage is about 3.1 damage. If damage is slotted up, then each tic is about 5.8 damage.

so basically unslotted caltrops does 21~30 damage
and slotted for damage does 40~58 damage

a damage proc does 72 damage if it fires.

meh, you could go either way, if it were me, I'd just slap 2~3 damage procs
Impede Swiftness/Positron/Javelin Volley

--I like putting a Centriole in Power Burst (cheap and effective)


perma jump is ---> /up 1