Help me choose a secondary for fire/
Hey guys.
I want to make a blaster and from seeing other fire blasters in action that's the set I'm interested in making. But then there's the question of a secondary.. I don't have a specific goal for the character in mind, other then that I hardly ever solo and prefer to play in teams. The ones that's caught my interest is /fire /dark /mm and /energy /fire for the obvious thematic synergy of course. /dark is new and shiny, and seems pretty interesting. /mm seems very useful, and has a big AoE at the end. /energy for a good mix of AoE (from the primary) and single target for more focused AV fights. What would you take for an all-around team character? I'm very interested to hear what you think! |
Fire/mm has solo'd Giant Monsters before, and anyone can tell you it has great AoE potential too, so I would reccamend going with mental manip.
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It boils down what you like, are you a full ranged fighter, those secondairy are not that strong (since you need to hit melee). /energy with boost range gives a great range boost for all your fire attacks (making the firebreath very fun), but powerboost is way less usefull then for several other primairies. For melee damage and utility, i would pick /elec over /energy in your case.
Each secondairy has its uses, all depending on your playstyle. My fireblaster is /ice, purely due being fully range, Ice by far provides the best defense (icepatch, aura, sleep, hold) but lacks any decent damage.
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Dark gives you Soul Drain, which if you're building for teaming, is pretty sexy with fire's extant AOEs.
"For melee damage and utility, i would pick /elec over /energy in your case."
Agreed. /elec is amazing fun and you then have a Blapper which means you can, if you like, play your Blaster in a more frantic melee fashion. Absolutely brillant and heartpounding fun. Nothing like the close-up fights when helping on team.
/fire has the most AoE damage, but you may not need it, since you already have a ton in fire/.
/elec has the most ST damage for blapping, but requires you to play in melee.
/dark is still fairly unproven, but it definitely requires you to play in melee. Unless you specifically want a blapper, I would avoid it.
/EM has the best fit for pure ranged specialists, due to boost range.
/MM and /cold have the most damage mitigation. +regen with MM and -recharge and knockdown with cold. Overall MM is probably better mitigation.
So you need to decide which of the above is most important to you.
I'd recommend rolling Corruptor, but if you're sold on a Blaster, then Drain Psyche is hands-down the best power available in any of the Blaster secondaries. You can only get it through Mental Manip, so that's what I'd recommend...
... if you're sold on a Blaster.
/fire has the most AoE damage, but you may not need it, since you already have a ton in fire/.
/elec has the most ST damage for blapping, but requires you to play in melee. /dark is still fairly unproven, but it definitely requires you to play in melee. Unless you specifically want a blapper, I would avoid it. /EM has the best fit for pure ranged specialists, due to boost range. /MM and /cold have the most damage mitigation. +regen with MM and -recharge and knockdown with cold. Overall MM is probably better mitigation. So you need to decide which of the above is most important to you. |
Nope. Seems it - but the PBAOE damage aura is nuts, and all the other melee powers are pretty comparable.
You have to chase your targets around as /elec, though.
It should be noted, however, that /EM has better mitigation through stuns and knockback from Power Thrust, being able to keep bosses and EBs perma knocked.
I would go with /mm for Drain Psyche (my favorite blaster is fire/mm).
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Replying a bit late, but I honestly forgot I posted in this thread xP
Anyway, I said /mm for GM/AV soloing because Drain Psych has a very nice -regen aspect. Fire/ by itself has enough ST and AoE damage for anything on its own, but /mm has a few nice AoEs that can seed up the AoE kill speed. DP is also a great survivability tool once it's slotted up properly. Others have posted great information, and /elec would definitely be the best ST damage chain, however, ST damage is usually found to get a reading on how effiecient big target killing will go, and -regen is like adding on a huge chunk of damage since those hp never get regenerated. And on an AV/GM, that adds up to about 100-200 pts per use, depending on level and slotting.
That being said, a pure ranged character should go /em IMO for boost range, and power thrust getting rid of anything that manages to get close (though hoverblasting would get rid of that).
Look up Silverado's fire/mm soloing some (a LOT) crazy stuff. He's the forum's best (IMO) GM/AV soloing build creator.
I've been very happy with the performance of my Fire/EM blaster; the added range from Boost Range (easily perma with only SO's) makes Fire Breath much more effective and lets you use Blaze from nearly twice as far away. I didn't go for a full ranged soft cap, stopping at ~35% Ranged def leaving one small purple to cap when needed.
This combo is great for hanging back behind the melee characters in relative safety without sacrificing your effectiveness. I've a buddy who has a Fire/Mental; he's very effective but he's also forced into melee range quite frequently and tends to get into trouble more often than my Fire/EM does.
One thing to consider though is a Fire/Dark corruptor, the combination of the Dark Miasma debuffs with the damage output of Fire Blast is a real eye opener. Fearsome Stare, Tar Patch, Rain of Fire followed by Fire Breath & Fire Ball is a wonderful thing. I think in a team setting the Fire/Dark corruptor brings more to the team than a blaster thanks to the debuffs. My Fire/Dark has been a lot of fun on the trip to 50.
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Hi guys.
Thanks a lot for all your replies, they have been very informative
I've decided to put my blaster character on hold for the moment though as I have come to think that a corrupter might be better suited for me. As I mentioned in my first post I am a very team-centric person.
So it turned into a fire/dark corrupter and I am very pleased with it
Hey guys.
I want to make a blaster and from seeing other fire blasters in action that's the set I'm interested in making.
But then there's the question of a secondary.. I don't have a specific goal for the character in mind, other then that I hardly ever solo and prefer to play in teams.
The ones that's caught my interest is /fire /dark /mm and /energy
/fire for the obvious thematic synergy of course.
/dark is new and shiny, and seems pretty interesting.
/mm seems very useful, and has a big AoE at the end.
/energy for a good mix of AoE (from the primary) and single target for more focused AV fights.
What would you take for an all-around team character? I'm very interested to hear what you think!