Fire/Mental/Force


Another_Fan

 

Posted

I have been thinking about investing some more cash into my Blaster. He has a fairly cheap build right now, and I feel like I am not reaching his potential.

I wanted to share this build that I plan to start working on soon because I am very happy with the numbers on it- Drain psyche is half a second from perma w/spiritual core paragon,s/l defense is softcapped and resists are ~50%, HP is capped, and I believe it has the slotting and recharge to run the highest DPS chain for fire/mental (the one that uses mind probe.)

Anyways, just thought I would share this for other people to check out.

Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic 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: Force Mastery

Hero Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(3), Decim-Acc/Dmg/Rchg(5), Decim-Build%(5), HO:Nucle(7)
Level 1: Subdual -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(7), Enf'dOp-Acc/EndRdx(9), Enf'dOp-Immob/Rng(9)
Level 2: Fire Ball -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(13), Ragnrk-Acc/Dmg/Rchg(15), Ragnrk-Acc/Rchg(15), Ragnrk-Dmg/EndRdx(17)
Level 4: Mind Probe -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(17), Hectmb-Acc/Dmg/Rchg(19), Hectmb-Acc/Rchg(19), Hectmb-Dam%(21)
Level 6: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(23), Posi-Acc/Dmg/EndRdx(23), Posi-Dam%(25)
Level 8: Hover -- LkGmblr-Rchg+(A), HO:Enzym(25)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 12: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(27)
Level 14: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(31)
Level 16: Concentration -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(31)
Level 18: Blaze -- Apoc-Dmg(A), Apoc-Dmg/Rchg(31), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(33), Apoc-Dam%(33)
Level 20: Drain Psyche -- Dct'dW-Heal/Rchg(A), Numna-Heal/Rchg(34), Panac-Heal/Rchg(34), Nictus-Acc/EndRdx/Rchg(34), Nictus-Acc/Heal(36), RechRdx-I(36)
Level 22: Tough -- GA-3defTpProc(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx(37), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(37)
Level 24: Weave -- LkGmblr-Rchg+(A), HO:Enzym(39), HO:Enzym(39)
Level 26: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(39)
Level 28: Flurry -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(40), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 30: Assault -- EndRdx-I(A)
Level 32: Vengeance -- LkGmblr-Rchg+(A)
Level 35: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(42)
Level 38: Psychic Shockwave -- Armgdn-Dmg/Rchg(A), Armgdn-Dmg(43), Armgdn-Acc/Dmg/Rchg(43), Armgdn-Dmg/EndRdx(43), Armgdn-Dam%(45)
Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
Level 44: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), RctvArm-EndRdx(46), S'fstPrt-ResDam/Def+(46), S'fstPrt-ResKB(46)
Level 47: World of Confusion -- HO:Endo(A), HO:Endo(48), CoPers-Conf%(48), FotG-ResDeb%(48)
Level 49: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13)
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)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A)



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Posted

I was just looking over another thread and it looks like this build should be taking flares instead of fire blast for the ST chain. I've always used my Blaster for AOE because I didn't have the survivability to tackle AV's/GM's/etc in the past, but I will update here once I get around to finishing this build and taking it for a spin.


 

Posted

Well you made a hover blaster with its defenses optimized for melee and S/L attacks. Combat jumping has better synergy with your build and uses less endurance.

Speaking of synergy with your build goals flurry has an incredibly long animation and root. TK thrust is actually useful

Fire blast or if you replace it with flares is overslotted for damage, instead of the nucleolus the pvp damage proc will give you better results especially if you switch to flares.

Also if you are going to slot subdual for immobilization and def bonuses six slot it, drop air superiority take tactics and get a better slotted power, and more defense bonuses

Edit: forgot to mention Rain of fire is really counter productive with melee def /drain psyche/psychic shockwave builds. It scatters the spawn and makes certain they will be hitting you with ranged attacks. Its very nice as a soft control with ranged def builds though


 

Posted

Quote:
Originally Posted by Another_Fan View Post
Well you made a hover blaster with its defenses optimized for melee and S/L attacks. Combat jumping has better synergy with your build and uses less endurance.

Speaking of synergy with your build goals flurry has an incredibly long animation and root. TK thrust is actually useful
Yea I know that hover has a higher end cost but with perma drain psyche I hardly expect to have end issues (plus recovery is already more than covered anyways) I like to hover above spawns on my blaster mostly out of habit, (edit to clarify- That's slightly above, to the point where I'm still in melee range, really. I just enjoy the extra mobility.) I like watching things melt while I stand on their shoulders.

Flurry is just a set mule, I have no intention of using it, it just provided an extra kinetic combat set to reach the s/l softcap.
Quote:
Fire blast or if you replace it with flares is overslotted for damage, instead of the nucleolus the pvp damage proc will give you better results especially if you switch to flares.
That sounds right, but the Nucleo still manages to enhance damage to the ED cap while still enhancing accuracy, which Decimation always feels pretty light on to me.
Quote:
Also if you are going to slot subdual for immobilization and def bonuses six slot it, drop air superiority take tactics and get a better slotted power, and more defense bonuses
That's a good idea, though it nets slightly less defense (as in less than 1%) it's basically picking up a tohit bonus and losing a mule though, I probably should have thought of that.

Quote:
Edit: forgot to mention Rain of fire is really counter productive with melee def /drain psyche/psychic shockwave builds. It scatters the spawn and makes certain they will be hitting you with ranged attacks. Its very nice as a soft control with ranged def builds though
I just like ROF. I think there are many situations for team oriented content where it is very useful, and it's a good place for a posi set.


 

Posted

@Another_Fan
I suspect his melee attacks are there only as set mules. THB probably has a very specific attack chain in mind and everything else just supports it, which leads to power and slotting choices that may otherwise look odd. I think he'll be in melee range most of the time, but Hover is still useful for those times he won't want to be. Besides, with his Recovery, Combat Jumping doesn't provide a useful savings.

@THB
There are a few IOs I personally would like to see in there, but I don't see where to pull the slots from. Also, Flares does have a higher DPA than Fire Blast. Why FB?


's doesn't make things plural.

 

Posted

If you leave a reply open for a while before coming back to hit submit, it's a good idea to refresh the thread first. >.

__________________
's doesn't make things plural.


's doesn't make things plural.

 

Posted

Quote:
Originally Posted by Bonnes View Post
There are a few IOs I personally would like to see in there

Heh, yea- I wouldn't mind replacing one of the Enzyme's in Weave with a Shield Wall proc... But I'm a sucker for the 45% in my combat attributes, and it looks like I'll already have to use enhancement boosters once LOTG 7.5's @ lvl 25 are taken into account.


 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
Yea I know that hover has a higher end cost but with perma drain psyche I hardly expect to have end issues (plus recovery is already more than covered anyways) I like to hover above spawns on my blaster mostly out of habit, (edit to clarify- That's slightly above, to the point where I'm still in melee range, really. I just enjoy the extra mobility.) I like watching things melt while I stand on their shoulders.
My fault on these, I rarely take the time to lay out all the details. Drain psyche is great when you have it you saturated but when you are fighting only one enemy and have to worry about misses its still great but not great enough that you have lost all your concerns.

Looking at your build, i made the assumption that you were building a blaster to do stupid scrapper tricks. (GMs, Pylons, AVs, solo, no temps, no insps, nothing but net)


Quote:
Flurry is just a set mule, I have no intention of using it, it just provided an extra kinetic combat set to reach the s/l softcap.
That sounds right, but the Nucleo still manages to enhance damage to the ED cap while still enhancing accuracy, which Decimation always feels pretty light on to me.
That's a good idea, though it nets slightly less defense (as in less than 1%) it's basically picking up a tohit bonus and losing a mule though, I probably should have thought of that.
Sorry once again I didn't go through all the details when I said drop flurry and fully slot subdual and take tactics. I also meant to say put another rectified recticle in tactics. That puts you at 45.8 %def. Its a little buffer, not much but a little.

Also TK thrust works just as well as a set mule but can actually be useful. Flurry maybe in pvp ?

Quote:
Originally Posted by Bonnes View Post
@Another_Fan
I suspect his melee attacks are there only as set mules. THB probably has a very specific attack chain in mind and everything else just supports it, which leads to power and slotting choices that may otherwise look odd. I think he'll be in melee range most of the time, but Hover is still useful for those times he won't want to be. Besides, with his Recovery, Combat Jumping doesn't provide a useful savings.
It does when you are fighting a single target. Especially with that attack chain. I have a very similar build, without incarnates end can be very painful


 

Posted

Quote:
Originally Posted by Another_Fan View Post
My fault on these, I rarely take the time to lay out all the details. Drain psyche is great when you have it you saturated but when you are fighting only one enemy and have to worry about misses its still great but not great enough that you have lost all your concerns.
Yea but I think recovery even w/ 1 target (or with zero targets actually) on the build is enough that it shouldn't have end issues.

Quote:
Looking at your build, i made the assumption that you were building a blaster to do stupid scrapper tricks. (GMs, Pylons, AVs, solo, no temps, no insps, nothing but net)
Yup I am assuming it should be able to pull that stuff off, once again still haven't started on it on live.

Quote:
Sorry once again I didn't go through all the details when I said drop flurry and fully slot subdual and take tactics. I also meant to say put another rectified recticle in tactics. That puts you at 45.8 %def. Its a little buffer, not much but a little.
Yeah I know, I inferred the extra recticle set in tactics, it was a good idea.
Quote:
Also TK thrust works just as well as a set mule but can actually be useful. Flurry maybe in pvp ?
I'm not seeing any KB sets that would make up the defense lost in TK thrust dropping the kinetic combat in flurry.
Quote:
It does when you are fighting a single target. Especially with that attack chain. I have a very similar build, without incarnates end can be very painful
That'll be something I have to check out, but I hardly think the end cost between hover and combat jumping would make a difference (and like I said, not expecting issues anyways.)


 

Posted

Quote:
I'm not seeing any KB sets that would make up the defense lost in TK thrust dropping the kinetic combat in flurry.
Keep the kinetic combat. It takes the set.


 

Posted

Quote:
Originally Posted by Another_Fan View Post
Keep the kinetic combat. It takes the set.

Oh you crafty huh?