I failed at Blasters
well the closest primary you will have to being a tankmage is spines primaraly or claws. mostly spines since I belive they have 2 ranged attacks or more aoe's than other melee charectors. After that the only secondary I cant reccomend is SR, its a slot hog.
Now we aren't ready quite yet to let the catgirls out of the bag.... (quote from ex libris)
You say that a crab is out, but how about a fortunata? They have fair ranged attacks, and it's easy to cap defense on them.
Why are SoAs not fitting concept? Your only concept is staying far away and surviving? Go claws/*/blaze scrapper.
Pick up the Brute Mu mastery pool at level 35 - you'll get three ranged area attacks and a single target Lightning Bolt. Go Kinetic Melee for an extra single target attack and Repulsing Torrent. (If you're a knockback hater dont use it until you have Electric Fences from Mu)
For an armour set you wnat one with a disposal Tier 8 and 9, so you can start taking patron powers at level 35 onwards.
I'd recommend a Kinetic/Electic/Mu brute maybe?
Pick up the Brute Mu mastery pool at level 35 - you'll get three ranged area attacks and a single target Lightning Bolt. Go Kinetic Melee for an extra single target attack and Repulsing Torrent. (If you're a knockback hater dont use it until you have Electric Fences from Mu)
For an armour set you wnat one with a disposal Tier 8 and 9, so you can start taking patron powers at level 35 onwards. I'd recommend a Kinetic/Electic/Mu brute maybe? |
You probably didn't have enough mitigation with your blaster. That's a common problem for someone with (ahem) 4 years of scrapper lock.
Have you tried to translate your concept into a Dominator? The controls give you the mitigation you lack as a blaster but still give you a decent amount of ranged attacks and damage output that is almost as good. Perma dom gives you the mez protection that you lack as a blaster which can be more important to most scrapper lockers.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Why are SoAs not fitting concept? Your only concept is staying far away and surviving? Go claws/*/blaze scrapper.
|
I change my answer, I forgot about Kinetic Melee. Go with a Shield/KM/Mu Tank for most range attacks, and highest survivability. I don't see the point of going with a brute if you're going to only try to build fury from a distance, but do what works for ya. But with a tank you will have higher resistances, higher base HP, and easier time softcapping your positional defenses.
I like Shield because you can softcap easily, get shield charge (another ranged attack, just jump away when you knock them on their ***), and you get a T9 that is a soft crash (One with the Shield can cap your HP and provide great resistances when you need it most).
Plus, the -damage from KM works nicely for defensive sets.
Mu is great for the reasons mentioned earlier. 4 ranged attacks, 3 of which are AoEs. Plus you get a ranged AoE Immobilize that prevents knock back, making Repulsing Torrent nicer to use.
When you get to incarnates, I would probably go with Cardiac for the endurance reduction, resistance boost, and range boost. All of these will help this character.
I'll throw a quick build together in mids and show you what you will have in terms of survivability.
Here is the high end build I created.
I focused on making him as survivable for all content in the game, so I went with Impervium Armor for my resistance IOs because it gave me Psionic Defense and Resistance (The main hole for a shield).
I went with Cardiac Core T4 because of the same reasons I mentioned above, but with emphasis on giving you more range. 40 feet away doesn't feel much like a range attack, so now all your attacks are at least 50 foot range.
Perks of the build:
Nearly perma hasten - ~2-4 seconds down time. Not bad
Softcapped positional defenses - ~46% defense to Melee, Range, and AoE
Psionic Defense is 30%, which is nice for the occasional pure psi attack (non-positional)
Double Stack Active defense for a total DDR of: 87%
Over 50% resistance to S/L, 38% for F/C, 28% for E/N/T, 15% Psi
2800 Hit Points. Regenerating 30 HP/sec.
Recover 2.14 Endurance/Second with ALL toggles on.
When One with the Shield is up,
You have 90% S/L, 63% F/C, 53% E/N/T, and 15% Psi.
3490 Hit Points (Nearly capped). Regenerating 37 HP/sec.
Recover 2.75 Endurance/Second with ALL toggles on
You have the following range attacks (You probably don't even need this many attacks):
Repulsing Torrent - 4.1 second recharge (Cone)
Focused Burst - 2.42 second recharge
Mu Lightning - 2.52 second recharge
Electrifying Fences - 6.8 second recharge (AoE, immob, -KB)
Ball Lightning - 8.95 second recharge (AoE)
Static Discharge - 8.16 second recharge (Cone)
Flaws to the build:
Very Expensive. You don't necessarily need the +3 resistance gladiator proc. It's a nice to have, but easily substituted. Trade is for a +6% To Hit Kismit proc instead if you like.
In total, there are 2 PvP procs, 5 LotG + Recharges, 2 Purple Sets, etc. This is very high end. The character doesn't have to be though. Go with the Agility Alpha instead for more Endmod/Recharge/Defense. You'll probably prefer that alpha anyways. I just went with Cardiac for the range and the extra resistance while I high-end build for everything else.
Anyways, here it is
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Tanker
Primary Power Set: Shield Defense
Secondary Power Set: Kinetic Melee
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Deflection -- ImpArm-ResPsi(A), ImpArm-ResDam(3), ImpArm-ResDam/EndRdx(3), ImpArm-ResDam/EndRdx/Rchg(5), DefBuff-I(5), DefBuff-I(7)
Level 1: Quick Strike -- Empty(A)
Level 2: Battle Agility -- LkGmblr-Rchg+(A), LkGmblr-Def(7), LkGmblr-Def/EndRdx(9)
Level 4: True Grit -- ImpArm-ResPsi(A), ImpArm-ResDam(13), ImpArm-ResDam/EndRdx(15), ImpArm-ResDam/Rchg(15), Heal-I(17), Heal-I(17)
Level 6: Active Defense -- RechRdx-I(A), RechRdx-I(19)
Level 8: Kick -- Empty(A)
Level 10: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(19), LkGmblr-Def(23)
Level 12: Phalanx Fighting -- LkGmblr-Rchg+(A)
Level 14: Tough -- ImpArm-ResPsi(A), ImpArm-ResDam(21), ImpArm-ResDam/EndRdx(21), ImpArm-ResDam/EndRdx/Rchg(23), S'fstPrt-ResDam/Def+(25)
Level 16: Repulsing Torrent -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(25), Posi-Dmg/Rng(27), Posi-Dmg/Rchg(27), Posi-Dmg/EndRdx(29)
Level 18: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/EndRdx(31)
Level 20: Tactics -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-ToHit(31)
Level 22: Grant Cover -- SW-ResDam/Re TP(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(46), RechRdx-I(50)
Level 26: Shield Charge -- Oblit-%Dam(A), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Acc/Dmg/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Rchg(33)
Level 28: Burst -- Armgdn-Dam%(A), Armgdn-Dmg/EndRdx(34), Armgdn-Acc/Rchg(34), Armgdn-Acc/Dmg/Rchg(34), Armgdn-Dmg/Rchg(36)
Level 30: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
Level 32: One with the Shield -- ImpArm-ResPsi(A), ImpArm-ResDam(36), ImpArm-ResDam/Rchg(37), ImpArm-ResDam/EndRdx(37), Heal-I(37), Heal-I(39)
Level 35: Focused Burst -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/EndRdx/Rchg(39), Decim-Dmg/Rchg(39), Decim-Dmg/EndRdx(40), Decim-Acc/Dmg(40)
Level 38: Electrifying Fences -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(40), Posi-Dmg/Rng(42), Posi-Dmg/Rchg(42), Posi-Dmg/EndRdx(42)
Level 41: Ball Lightning -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(43), Ragnrk-Acc/Rchg(43), Ragnrk-Dmg/EndRdx(43), Ragnrk-Knock%(45)
Level 44: Static Discharge -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(45), Posi-Dmg/Rng(45), Posi-Dmg/Rchg(46), Posi-Dmg/EndRdx(46)
Level 47: Mu Lightning -- Apoc-Dmg(A), Apoc-Dmg/Rchg(48), Apoc-Acc/Dmg/Rchg(48), Apoc-Acc/Rchg(48), Apoc-Dmg/EndRdx(50), Apoc-Dam%(50)
Level 49: Against All Odds -- EndRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(9), Numna-Heal/EndRdx(11)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(11), P'Shift-End%(13)
Level 1: Brawl -- Empty(A)
Level 1: Gauntlet
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
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Seriously, I really really suck at it. Thanks for all the build help, suggestions on tactics, etc. I just am not a Blaster. I am back on Brutes, and the old SS/Invul Brute type I started with to boot. (Although with 4 years cash this one has bling I never even heard about when i started, some of it didnt exist lol)
I am posting for 2 reasons, one is to express my gratitude to all of you for the tips. The second.... I want advice on a ghetto Tank Mage lol. I want to take a Brute or Scrapper, or heck, even Tank, and try to cram as much Ranged attacks on them as possible. I know the damage will not be near what a "Ranged" class can put out, but it seems my only solution for playing the character I want. I also realize that I will probably be throwing good attack chains out the door and probably mucking the armor up some as well. But I have this Ranged character in my head, and I will find a way to get the sucker into the cities lol. So, what power sets, (Primary/Secondary/Ancillary/Epic) would be good suggestions from the Scrapper/Tank/Brute pit? (Crab soldiers are right out conceptually, although I know they have many of the strengths I'm asking for) This will be a project toon for now, which for me means I wont be trying to 50 it in under a week. But I want to start penciling some stuff in, with the hope of having a good concept down when I want to alt. Thanks. |
Anyway top of the hit parade for tank mages is SS/Fire/Mu/Spiritual/Ageless brutes, another high damage and able to survive whatever is thrown at it would be either a fire/shield/fire scrapper or an electrical melee/shield/fire scrapper.
The damage output is as good as anything you will get with a blaster and survivability is off the scale in comparison.
Seeing as they are talking about making resistance meaningful relative to defense, the brutes and scrappers will just be pulling even further ahead in terms of survivability.
One thing you should know about KM is that the 'siphon' effect of Power Siphon only works with attacks in the KM set. That is, you need to use KM attacks to increase the damage bonus, although once the damage bonus is built up it will apply to all of your attacks. Just something to keep in mind if you're planning to mostly use attacks outside the set.
You probably didn't have enough mitigation with your blaster. That's a common problem for someone with (ahem) 4 years of scrapper lock.
Have you tried to translate your concept into a Dominator? The controls give you the mitigation you lack as a blaster but still give you a decent amount of ranged attacks and damage output that is almost as good. Perma dom gives you the mez protection that you lack as a blaster which can be more important to most scrapper lockers. |
A well built dom can run with the scrappers without breaking a sweat.
SS/Shield/Fire Broot
Rage+hurl+Fireblast+Char+Fireballs = ???
Having a KM/Shield Scrapper, I will note that Power Siphon and Against All Odds are powers where you want things near you. If the goal of a tank/mage is to be good at both range and in melee, well, you have the melee down with KM/Shield and I suppose it would not be unreasonable to bolt on ranged attacks. . .but your melee attacks are so powerful that I have to wonder just how functional your ranged attacks will be by comparison (note, not damaging, but functional--able to stand at range and meaningfully contribute).
A few things that catch my eye when looking at boppaholic's build below:
(1) The character seems to lack in the way of attacks until the mid 20s in level.
(2) Shouldn't Against All Odds be taken sooner? Sure, the characters is designed to deal damage at range, but it is a defensive character and should be able to survive being close. Having enemies close drives Against All Odds.
(3) A scrapper would deal more damage wouldn't it? Sure, they are less hardy than tanks but they can be built to hold up very well.
If the OP is not totally burnt out on trying Blasters, I will note that I have generally not enjoyed Blasters and given up on quite a few of them in my time playing, but I finally have one that was (a) enjoyable out of the gate and (b) gives that something to fill in that I was looking for beyond just blasting--an element of control, and (c) is almost abusively silly in dealing with spawns once you pick up the right powers. Sonic Blast/Dark Manipulation has been a lot of fun and fairly survivable. Sure, you're going to die some, but that happens with all characters.
Of course if you really want the ranged character that can stand toe to toe with mobs and ignore them, Defenders and Corruptors leap to mind. Time Manipulation's Farsight backed by Power Build Up is the new abuse I'm working towards on my Corruptor.
Under construction
Don't sweat it. There is very little succeeding with blasters. You need redefine your victory conditions before you start playing them. I like to think of them, when I am feeling charitable, as pitching wedges or putters, you could use them to play an entire course but you really wouldn't want to.
Anyway top of the hit parade for tank mages is SS/Fire/Mu/Spiritual/Ageless brutes, another high damage and able to survive whatever is thrown at it would be either a fire/shield/fire scrapper or an electrical melee/shield/fire scrapper. The damage output is as good as anything you will get with a blaster and survivability is off the scale in comparison. Seeing as they are talking about making resistance meaningful relative to defense, the brutes and scrappers will just be pulling even further ahead in terms of survivability. |
Spines/Electric or Spines/WP are very good.
Something else you may not have considered is an Ice/Ice dom or even a Plant/Thorns dom.
Both of these have you lock everything down and slaughter them at your ease.
I know you don't want an SoA, but have you considered a human-only Peacebringer?
With the changes in i21 you could essentially be a lower damage energy/energy blaster that has mag 3 mez protection and 85% resist to all but psi with minimal investment. More expensive builds stack a healthy amount of defense on top of that, with some sitting at the softcap. You could also take the forms while leveling up for some additional options.
@Rorn ---- Blue Baron ---- Guardian
Yeah I looked at this and thought "why not a khled?" as well. I think you'll find either flavor fit your goals pretty well.
@Rorn ---- Blue Baron ---- Guardian
You have to remember Blasters have a secondary that largely puts them in the thick of melee
@Rorn ---- Blue Baron ---- Guardian
You have to remember Blasters have a secondary that largely puts them in the thick of melee
|
This was part of my problem. I tried for weeks to get a Blaster going that was pure range. With the forums help finally settled on Ice/Energy. But was not happy with it. I have a number of issues in looking for the perfect match. Guns are right out, I hate redraw. Plus, I still dont see my concept pulling a rifle. So very very petty. Arrows? Great if youre a greek god I guess, or some other medieval diety. Otherwise, a bow, really? oh, yeah, and redraw. I may look around at the pure Blasters again, and just see what power sets I love the most, and not take all the powers, then build for tankiness. That will probably be where I have to go. It will never be a fire/fire Blaster. But if I am happy playing it then I will have succeeded. And I'll have a cape!
PS, great suggestion about the Khelds. Unfortunately I have read HP Lovecraft, and the creator who came up with Khelds obviously had no idea that whatever they were looking at that inspired this storyline was in fact a rip off of ol' HP, and the entire storyline to me belongs redside rather than blueside. Like I said, I got issues. But seriously, squids? Am I the only gamer that has read gothic horror?
This was part of my problem. I tried for weeks to get a Blaster going that was pure range. With the forums help finally settled on Ice/Energy. But was not happy with it. I have a number of issues in looking for the perfect match. Guns are right out, I hate redraw. Plus, I still dont see my concept pulling a rifle. So very very petty. Arrows? Great if youre a greek god I guess, or some other medieval diety. Otherwise, a bow, really? oh, yeah, and redraw. I may look around at the pure Blasters again, and just see what power sets I love the most, and not take all the powers, then build for tankiness. That will probably be where I have to go. It will never be a fire/fire Blaster. But if I am happy playing it then I will have succeeded. And I'll have a cape!
PS, great suggestion about the Khelds. Unfortunately I have read HP Lovecraft, and the creator who came up with Khelds obviously had no idea that whatever they were looking at that inspired this storyline was in fact a rip off of ol' HP, and the entire storyline to me belongs redside rather than blueside. Like I said, I got issues. But seriously, squids? Am I the only gamer that has read gothic horror? |
I don't look at it as a rip off of Lovecraft, so much as something with interesting parallels to his work. I read gothic horror a lot. In fact, I have to since I'm in a class about it right now. As an aside, I'm not sure that the squids were intended to be similar to Lovecraft in any way. I think it was more of a "what might an alien look like" thing than anything else.
You could simply not play the Kheld storyline on this character of course. Or you could take your Kheld redside. A lot of people do that to play the Nictus that should have been.
@Rorn ---- Blue Baron ---- Guardian
Having a KM/Shield Scrapper, I will note that Power Siphon and Against All Odds are powers where you want things near you. If the goal of a tank/mage is to be good at both range and in melee, well, you have the melee down with KM/Shield and I suppose it would not be unreasonable to bolt on ranged attacks. . .but your melee attacks are so powerful that I have to wonder just how functional your ranged attacks will be by comparison (note, not damaging, but functional--able to stand at range and meaningfully contribute).
A few things that catch my eye when looking at boppaholic's build below: (1) The character seems to lack in the way of attacks until the mid 20s in level. (2) Shouldn't Against All Odds be taken sooner? Sure, the characters is designed to deal damage at range, but it is a defensive character and should be able to survive being close. Having enemies close drives Against All Odds. (3) A scrapper would deal more damage wouldn't it? Sure, they are less hardy than tanks but they can be built to hold up very well. If the OP is not totally burnt out on trying Blasters, I will note that I have generally not enjoyed Blasters and given up on quite a few of them in my time playing, but I finally have one that was (a) enjoyable out of the gate and (b) gives that something to fill in that I was looking for beyond just blasting--an element of control, and (c) is almost abusively silly in dealing with spawns once you pick up the right powers. Sonic Blast/Dark Manipulation has been a lot of fun and fairly survivable. Sure, you're going to die some, but that happens with all characters. Of course if you really want the ranged character that can stand toe to toe with mobs and ignore them, Defenders and Corruptors leap to mind. Time Manipulation's Farsight backed by Power Build Up is the new abuse I'm working towards on my Corruptor. |
You're right about limited attacks though. But I'm not the one who is wanting to make a melee character with predominantly ranged attacks. I wouldn't make one, but it was a fun exercise to see what could be done.
A scrapper would be more damaging. But the OP wants survivability and so I recommended the best option. To me, if he wants to make a scrapper with ranged attacks, he might as well design a blaster with good survivability. You can get a few decent shields from the epics (Force Mastery comes to mind). But say he goes with a scrapper, he would need to invest way more into survivability than he would with a tank. I didn't have to invest all that much with my build (I invested in recharge and damage mainly)
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
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Seriously, I really really suck at it. Thanks for all the build help, suggestions on tactics, etc. I just am not a Blaster. I am back on Brutes, and the old SS/Invul Brute type I started with to boot. (Although with 4 years cash this one has bling I never even heard about when i started, some of it didnt exist lol)
I am posting for 2 reasons, one is to express my gratitude to all of you for the tips.
The second.... I want advice on a ghetto Tank Mage lol. I want to take a Brute or Scrapper, or heck, even Tank, and try to cram as much Ranged attacks on them as possible. I know the damage will not be near what a "Ranged" class can put out, but it seems my only solution for playing the character I want. I also realize that I will probably be throwing good attack chains out the door and probably mucking the armor up some as well. But I have this Ranged character in my head, and I will find a way to get the sucker into the cities lol.
So, what power sets, (Primary/Secondary/Ancillary/Epic) would be good suggestions from the Scrapper/Tank/Brute pit? (Crab soldiers are right out conceptually, although I know they have many of the strengths I'm asking for) This will be a project toon for now, which for me means I wont be trying to 50 it in under a week. But I want to start penciling some stuff in, with the hope of having a good concept down when I want to alt. Thanks.