No Blapping!?! Help...
energy manipulation is definitely good for pure ranged output since its full of click buffs
The secondaries I prefer for pure ranged characters is Energy or Devices.
Energy: The great thing about this secondary is there's not a ton of powers to take. But the ones you will take won't cost you a lot of slots and can be extremely useful to most primaries, power pools and epics.
Power Thrust - Knocks back enemies that make it to melee. Slots needed 2 Accuracy
Build Up - Available at LEVEL 4! Slots needed 2-3 Recharge
Conserve Power - Easy to use and useful endurance management tool. Slots needed 2-3 Recharge
Power Boost - Fantastic power that increases duration of mez's, secondary effects, healing, and defense powers. Slots needed 2-3 Recharge.
Boost Range - Easy to Perma. If you are looking for pure range this right here is why you chose this set. This will allow you to attack from much further away decreasing the ability of enemies actually making it to you alive. It also decreases the likely hood of being hit with AOE's. If you have cones they really shine with this power. Slots needed 2-3 Recharge.
I know most people look at energy and think they have to take the heavy hitting single target attacks. But as a pure ranged toon skip em' and save the slots and powers for things much more useful to a ranged character like Aid Self, Leadership, Fighting, Hover/Fly, etc.
Devices: This set lends it's self to a ranged play style as well but it does require more slots and doesn't do a whole lot to increase your damage output.
Web Grenade - Great immobilize with a powerful -Recharge debuff -50%.
Caltrops - Enemies that enter this will want to flee, if they are fleeing they aren't attacking you. It also slows them down from entering melee. Drawback is short range 20'.
Tazer - Nice stun 20' range.
Targeting Drone - Never be blinded by night widows again! Honestly in the modern game its not that useful for the accuracy buff due to how easy accuracy is to come by in set bonuses.
Smoke Grenade - Nice to avoid extra aggro from near by mobs. Also has a small accuracy debuff.
Cloaking Device - Stealth with out the movement penalty. Combine this with a freebird stealth IO and you are full invis.
Trip Mine/Time Bomb - Slow and tedious I usually skip these on all but solo builds then I might take Trip Mine.
Gun Drone - Currently being fixed so it can be cast from Hover and its now non-interruptable. Easy to perma. You'd be crazy if have devices and don't take this power these days.
I like devices well enough but I really do prefer Energy for pure ranged builds primarily due to Boost Range and Build Up.
Hopefully this helps!
energy manipulation is definitely good for pure ranged output since its full of click buffs
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Dark/ or Sonic/ would also work well with a ranged /Nrg Blaster.
(Boost Range + Cones is tasty because the increase in range multiplies the area covered by the cone, e.g. doubling the range will quadruple the area covered.)
*number exaggerated for comedic effect
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Ice/Ice blaster will keep them slowed and at range.
Take hover and unless they can fly, you'll be fine. soft cap your ranged and aoe defense you're golden on just about anything you want.
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Primaries that are good for pure ranged.
Archery - Pure ranged
Energy Blast - Pure ranged
Assault Rifle - Pure ranged (No AIM)
Beam Rifle - Pure ranged
Ice Blast - Pure ranged
Fire Blast - Nuke is PBAOE
Psychic Blast - Nuke is PBAOE
Dark Blast - Nuke is PBAOE
Sonic Attack - Nuke is PBAOE
The secondaries I prefer for pure ranged characters is Energy or Devices.
Energy: The great thing about this secondary is there's not a ton of powers to take. But the ones you will take won't cost you a lot of slots and can be extremely useful to most primaries, power pools and epics. Power Thrust - Knocks back enemies that make it to melee. Slots needed 2 Accuracy Build Up - Available at LEVEL 4! Slots needed 2-3 Recharge Conserve Power - Easy to use and useful endurance management tool. Slots needed 2-3 Recharge Power Boost - Fantastic power that increases duration of mez's, secondary effects, healing, and defense powers. Slots needed 2-3 Recharge. Boost Range - Easy to Perma. If you are looking for pure range this right here is why you chose this set. This will allow you to attack from much further away decreasing the ability of enemies actually making it to you alive. It also decreases the likely hood of being hit with AOE's. If you have cones they really shine with this power. Slots needed 2-3 Recharge. I know most people look at energy and think they have to take the heavy hitting single target attacks. But as a pure ranged toon skip em' and save the slots and powers for things much more useful to a ranged character like Aid Self, Leadership, Fighting, Hover/Fly, etc. I like devices well enough but I really do prefer Energy for pure ranged builds primarily due to Boost Range and Build Up. Hopefully this helps! |
Now for primaries, after looking quickly thru the lists I am leaning towards fire or ice. Again, i hate redraw/weapons in a super game. Also, weeding out PBAoEs takes a few sets out. Now, Fire has a PBAoE nova. But I am looking very seriously at Ice. even the tier 9 is ranged, (I am thinking Ice Nova at range, sm blue, conserve power, and blast on...) AND when paired with NRG the cone (30 degrees, sigh, but I'm an artist with Sands of Mu, I'll get this I'm sure) gets better, and Power Boost has to be wicked with Ice effects? Is that sounding right? Also, Ice has a hold (mag 3, ranged). Does that improve with power boost?
so that means light on AoE, but a ranged stalker lol. Just sit at 60 ft killing stuff. Will be taking stealth and hover to better stay out of melee.
im currently running a dark/energy blaster, dark pairs very nicely with powerboost (-tohit is huge, immob of teneb tentacle is very long and so is the hold on abyssal gaze)
umbral torrent is good for keep mobs away from you and off your feet and teneb tentacle keeps them from running back to you, due to the large number of cones in the set boost range is also very effective
due to the large number of DoTs aim + build up then umbral torrent a spawn and slap gloom on one guy, abyssal gaze on another, teneb tentacles and then gloom another guy and they will all die around the same time
I love my ranged bane, avoided the melee attacks, kept my rifle attacks and picked up double leadership toggles. Great fun and great team toon, just be sure to design some end reduction in the build. Not something you see often either.
im currently running a dark/energy blaster, dark pairs very nicely with powerboost (-tohit is huge, immob of teneb tentacle is very long and so is the hold on abyssal gaze)
umbral torrent is good for keep mobs away from you and off your feet and teneb tentacle keeps them from running back to you, due to the large number of cones in the set boost range is also very effective due to the large number of DoTs aim + build up then umbral torrent a spawn and slap gloom on one guy, abyssal gaze on another, teneb tentacles and then gloom another guy and they will all die around the same time |
Interesting. Definitely more AoE than Ice. However the tier 9 is point blank. after making such a big stink over it I am thinking I should run an Ice/Nrg to 50 and see if it works. Do you know how the hold in Dark compares to Bitter Freeze Ray?
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im not too fond of the nuke being pbaoe, but since it has a crash im very likely to just skip it or not use it much, but it is also very good with powerboost because it does a massive amount of -tohit (in a planned build i have slotted for some -tohit with powerboost it can reach the level of -71% tohit, which will floor just about anything)
I love NRG with cone-centric blaster primaries, so I love the prospects of AR, sonic and dark. But I think dark has the most to offer when paired with NRG. Although you only get 2 cones instead of 3 you do get the added benefit of -tohit with power boost. Plus, umbra torrent is a 80 foot knockback cone with decent recharge. Imagine the fun you can have with that range boosted. Other benefits you get with dark (also amplified by power boost) is a self healing attack and a strong damaging hold attack. Plus!!!! You would also love the new intuition alpha coming out. Its T4 radial will boost your hold, range, damage and tohit debuffs. Come on. That screams dark/NRG. Also, you can take the soul mastery for two more cones while still sticking with the dark theme.
my dark/energy blaster was planning on going with mace mastery for the shield + spiderling pets
I have a 'purely ranged' blaster that I greatly enjoy: Archery/EM/Munitions. Here's a link to the build that I shared:
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It's tremendously fun, and gets even better with incarnate abilities. Clarion tier 4 offers a mez protection+boost range+power boost rolled into one. At its apex it gives +80% range... the cardiac alpha gives range as well, and If you use some HO's as I did in the above build, you can get +213% range to your attacks, which with archery's plethora of distance powers, is a blast.
Dark/Energy is a combo that I am toying with the idea of creating as we speak. The idea of power boosted to-hit debuffs and power boosted Life Drain seems extremely appealing. I imagine that combo is going to be highly survivable and a great performer. Sure the Nuke is PBAOE, but the only other sets that have a true ranged nuke is Ice and Electric.
Electric has a staple attack that is PBAOE and is lacking in the single target department.
Ice/Energy would be a single target power house and you would get some extra mileage out of the slows with power boost. Though -Recharge powers are unaffected by enhancement so Power Boost has no effect there. It would just boost the -Movement Speed.
I have an Archery/Energy and its incredibly fun to play, though Power Boost doesn't effect much in this set other than the stun and Aim.
Fire/Energy good combo, but Power-Boost won't effect anything in your primary other than Aim.
I've heard great things about AR/Energy, but already have an AR/Dev at 50.
Actually now I can't wait to get home to roll up a Dark/Energy... Whee.
Mace is also a great way to go (I believe the shield is boosted by power boost too). Dark blast has so many powers you'll want to take that choosing the redundancy offered in soul master may not be desired (and too tight of a build for your liking). But both options are great choices. I like the idea of soul because it provides a second decent damage holdattack, another decent cone that offers tohit debuff, and another immobilize cone for stacking. So between all the debuffs and mitigation the defense offered by mace shield may be unnecessary and the resistance shield offered by soul may suit your needs better. But it's a player preference only. If my dark/NRG build is too tight, I'd go mace. Otherwise, I like the 4 cone attack chains offered by soul. Using intuition alpha, some slotting and power boost, I believe the attack chain of nightfall, TT, and UT can achieve a sustained tohit debuff of around 50%. But you have to ramp ip to that, which is where Mace is quite nice to have. As you can see, I'm pretty evenly split between those options. So pick your flavor and enjoy
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I have a 'purely ranged' blaster that I greatly enjoy: Archery/EM/Munitions. Here's a link to the build that I shared:
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Another fun option for close range (but still not melee) blasting is Fire/Mental. Focus on cones and Fireball rather than PSW and you can stay hovering a couple dozen feet away while dishing out massive AoE damage, and if you want to use Drain Psyche you can always duck in, fire it off, and then fly up 30 feet or so to start dumping more cones on the mobs.
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
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If I was going pure range, I would probably go with either Energy/Energy (knockback keeps them at range), Ice/Energy (slows also help keep them at range), or Sonic/Energy (because Siren's Song is just plain cheating in or out of range).
I haven't played Dark/Energy yet, so I can't personally recommend it, but on paper it looks pretty good for a ranged blaster also.
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Thanks everyone. I am always impressed when listening to people who actually know what they are talking about, and there (it seemed to me) was a lot of those types in this thread.
I have decided on Ice/Energy, and a Villain. I will "Go Rogue" at 20, and get Duplicity. At 40 I will get Soul Mastery. My only regret is that i cannot get "Frenzy" as a pick choice. Wait 6 issues and we will be able to get any of them after a morality mission, sigh. lol. But I'll take it, I need the flexibility to get blueside for fast leveling.
This morning I was almost sure a Blaster was not going to be doable, especially in the parameters I set. But you guys not only showed me it's possible but actually explained how righteously bad it will be, with choices of primaries to boot. (It was close between Dark and Ice all day for me) So, I'm off to create a character. See ya in the cities.
Now,... Frigid Lad, no. Uh, Frost Dart, ach. I gotta find another name generator lol.
I know that you've already made up your mind, but have you considered a corruptor? Same blast primaries, and no melee attacks in the secondaries.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Although I know you have made up your mind with Ice, but here's my final argument for Dark Blast. Umbral Torrent... 80ft base cone... I love it even before Boost Range... Imagine the fun you'll have when it's decked out.
Here's the build I'm going for with my guy. It's high end, but toons I love I'll work for. I am still playing with the numbers, but I like what I have so far.
*Note, I did slot for the To-Hit Debuff IOs quite a bit. That's because I could 4 slot for the 6.25 recharge bonus instead of the 5 slot needed for positron's blast. With the final 2 slots and alpha I felt I made up enough ground towards trying to achieve 100% enhanced damage. Plus, it does make my tohit debuffs stronger, thus more survivability. ALSO, Life drain is not slotted properly. For some reason Mids isn't accepting accurate heal IOs, so I used Doctored Wounds as a place holder.
Hero Plan by Mids' Hero Designer 1.952
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Level 50 Magic Blaster
Primary Power Set: Dark Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Dark Blast -- Apoc-Dam%(A), Apoc-Dmg/EndRdx(3), Apoc-Acc/Rchg(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Dmg/Rchg(5), Cloud-%Dam(7)
Level 1: Power Thrust -- KinCrsh-Dmg/KB(A), KinCrsh-Acc/KB(7), KinCrsh-Rchg/KB(9), KinCrsh-Rechg/EndRdx(9), KinCrsh-Dmg/EndRdx/KB(11), KinCrsh-Acc/Dmg/KB(11)
Level 2: Umbral Torrent -- Cloud-ToHitDeb/EndRdx/Rchg(A), Cloud-Acc/EndRdx/Rchg(13), Cloud-Acc/ToHitDeb(13), Cloud-ToHitDeb(15), Dmg-I(15), Dmg-I(17)
Level 4: Gloom -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(17), Decim-Dmg/Rchg(19), Decim-Dmg/EndRdx(19), Decim-Acc/Dmg(21), Cloud-%Dam(21)
Level 6: Boxing -- Empty(A)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(23)
Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25)
Level 12: Tenebrous Tentacles -- Cloud-Acc/ToHitDeb(A), Cloud-ToHitDeb/EndRdx/Rchg(25), Cloud-Acc/EndRdx/Rchg(27), Cloud-ToHitDeb(27), HO:Centri(29), Ragnrk-Dmg(29)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 16: Conserve Power -- RechRdx-I(A)
Level 18: Abyssal Gaze -- Cloud-Acc/EndRdx/Rchg(A), Cloud-ToHitDeb/EndRdx/Rchg(31), Cloud-Acc/ToHitDeb(33), Cloud-ToHitDeb(33), HO:Perox(33), HO:Perox(34)
Level 20: Tactics -- HO:Enzym(A)
Level 22: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-ToHit/EndRdx/Rchg(23), AdjTgt-EndRdx/Rchg(31), AdjTgt-ToHit/EndRdx(34), AdjTgt-Rchg(34)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(36)
Level 26: Life Drain -- Apoc-Dmg(A), Dct'dW-Heal/Rchg(36), Dct'dW-Heal/EndRdx/Rchg(36), Dct'dW-Heal/EndRdx(37), Dct'dW-EndRdx/Rchg(37), Dmg-I(37)
Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(40)
Level 32: Vengeance -- LkGmblr-Rchg+(A)
Level 35: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(43), AdjTgt-ToHit/EndRdx/Rchg(46), AdjTgt-EndRdx/Rchg(50), AdjTgt-ToHit/EndRdx(50)
Level 38: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(40)
Level 41: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(42), ExRmnt-Dmg/EndRdx(42), ExRmnt-Acc/Dmg/Rchg(42), ExRmnt-EndRdx/Dmg/Rchg(43), ExRmnt-+Res(Pets)(43)
Level 44: Mace Beam Volley -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Dmg/EndRdx(45), Ragnrk-Knock%(46), FrcFbk-Rechg%(46)
Level 47: Web Envelope -- GravAnch-Immob(A), GravAnch-Immob/Rchg(48), GravAnch-Acc/Immob/Rchg(48), GravAnch-Acc/Rchg(48), GravAnch-Immob/EndRdx(50)
Level 49: Boost Range -- EndRdx-I(A)
Level 50: Musculature Radial Paragon
Level 0: The Atlas Medallion
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: Freedom Phalanx Reserve
Level 50: Cryonic Radial Final Judgement
------------
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)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Set Bonus Totals:
- 11% DamageBuff(Smashing)
- 11% DamageBuff(Lethal)
- 11% DamageBuff(Fire)
- 11% DamageBuff(Cold)
- 11% DamageBuff(Energy)
- 11% DamageBuff(Negative)
- 11% DamageBuff(Toxic)
- 11% DamageBuff(Psionic)
- 3% Defense(Melee)
- 3% Defense(Smashing)
- 3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 4.56% Defense(Energy)
- 4.56% Defense(Negative)
- 3% Defense(Psionic)
- 6.13% Defense(Ranged)
- 3% Defense(AoE)
- 9% Max End
- 116.3% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 48% Enhancement(Accuracy)
- 76.8 HP (6.37%) HitPoints
- Knockback (Mag -3)
- Knockup (Mag -3)
- MezResist(Confused) 10%
- MezResist(Held) 10%
- MezResist(Immobilize) 12.75%
- MezResist(Sleep) 10%
- MezResist(Stun) 10%
- MezResist(Terrorized) 12.2%
- 9.5% (0.16 End/sec) Recovery
- 72% (3.62 HP/sec) Regeneration
- 12.5% Resistance(Smashing)
- 10% Resistance(Lethal)
- 16.3% Resistance(Fire)
- 16.3% Resistance(Cold)
- 12.52% Resistance(Energy)
- 12.52% Resistance(Negative)
- 10% Resistance(Toxic)
- 10% Resistance(Psionic)
- 3% RunSpeed
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I am looking for help designing a character that just fights from range, preferably with high damage output. I would like to get 2 or 3 (or more) possibilities lined up, then pick one that falls into my normal character development. The obvious choice, blasters, isn't really a perfect match always. Most of the power sets, especially the secondaries, favor melee combat. I especially want to avoid any sets that require you to close for PBAoEs, or things like Drain Psyche, Dark Consumption, Soul Drain, or Power Sink. Basically, to me all those sets are just trying to lure you into Blapper play range. Another obvious choice is AR or Beam, but I hate redraw, sigh. Plus pistols and rifles just don't feel 'super' to me. I am willing to consider Dominator possibilities as well. Thanks.
I really just want a set that I can use most of the powers from, without tossing out all the melee and then the specials. Then I feel like I took a secondary and got like 2 powers out of it. I would rather run a Dom and get 85%/90% of both power sets that work at range than run a blaster and get 90% of primary and 10% of secondary. But I would prefer just raw blasting.