I failed at Blasters
in terms of ranged melee i would go with spine/* on scrapper
spines alone has 2 ranged attacks that when paired with APPs you can have an attack chain of up to 4 ranged powers
my spine/elec scrapper makes a lot of use out of throw spines, imaple, shuriken, and exploding shuriken (shuriken is on a very short timer so it can be used pretty fast and almost all 4 of those powers chain together fairly well so i can fight completely ranged if i want (albeit slower due to slight drop in dps)
i also agree that huntsman can be pretty surviveable at range, with minimal IOs my hunstman has 43% ranged defense
For those that are following it I do indeed know I am all over the board in this. Wanting survival, now looking at just pure ranged AoE. Its part of my marked frustration with the entire thing. But I feel I have tried and tried to get this thing to work, approaching it from different angles. I'll hit Fire/Psi Blast. Maybe I'll have some fun just laying out pain.
Hey dark blast/MM, the only blaster I got past 30!
AoE cone chain early on, Drain Psyche for survivability, recovery and -regen on AVs, and a blast that heals you too - oh and the hold in DB does good damage. Plus the blasts do -tohit.
Was a great pairing for me because I usually find blasters and scrappers too one dimensional when basically all they do is damage.
Hey dark blast/MM, the only blaster I got past 30!
AoE cone chain early on, Drain Psyche for survivability, recovery and -regen on AVs, and a blast that heals you too - oh and the hold in DB does good damage. Plus the blasts do -tohit. Was a great pairing for me because I usually find blasters and scrappers too one dimensional when basically all they do is damage. |
This might just be it. It certainly looks good enough on paper to get me playing the game again instead of nagging the wife, to join me on the virtual links.
Softcap to range, 2 good heal, AoE immob to keep things at range, Very solid AoE sequences, Very Good recharge, and all without being horribly expensive. Est cost
Edit its minor to swap in force mastery or electrical mastery and have the same or better builds. I just enjoy LRM.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Level 50 Magic Blaster
Primary Power Set: Dark Blast
Secondary Power Set: Mental Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Dark Blast
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Recharge
- (5) Thunderstrike - Accuracy/Damage/Endurance
- (42) Thunderstrike - Damage/Endurance/Recharge
- (A) Trap of the Hunter - Accuracy/Recharge
- (19) Trap of the Hunter - Endurance/Immobilize
- (19) Trap of the Hunter - Accuracy/Endurance
- (21) Trap of the Hunter - Immobilize/Accuracy
- (21) Trap of the Hunter - Accuracy/Immobilize/Recharge
- (40) Trap of the Hunter - Chance of Damage(Lethal)
- (A) Thunderstrike - Accuracy/Damage
- (7) Thunderstrike - Damage/Endurance
- (7) Thunderstrike - Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Recharge
- (9) Thunderstrike - Accuracy/Damage/Endurance
- (42) Thunderstrike - Damage/Endurance/Recharge
- (A) Mako's Bite - Accuracy/Damage
- (31) Mako's Bite - Damage/Endurance
- (31) Mako's Bite - Damage/Recharge
- (33) Mako's Bite - Accuracy/Endurance/Recharge
- (34) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (34) Mako's Bite - Chance of Damage(Lethal)
- (A) Recharge Reduction IO
- (40) Recharge Reduction IO
- (A) Recharge Reduction IO
- (34) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Positron's Blast - Accuracy/Damage
- (11) Positron's Blast - Damage/Endurance
- (11) Positron's Blast - Damage/Recharge
- (15) Positron's Blast - Accuracy/Damage/Endurance
- (15) Positron's Blast - Chance of Damage(Energy)
- (A) Positron's Blast - Accuracy/Damage
- (13) Positron's Blast - Damage/Endurance
- (13) Positron's Blast - Damage/Recharge
- (17) Positron's Blast - Accuracy/Damage/Endurance
- (17) Positron's Blast - Chance of Damage(Energy)
- (40) Range IO
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
- (46) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (37) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
- (23) Basilisk's Gaze - Endurance/Recharge/Hold
- (25) Basilisk's Gaze - Accuracy/Recharge
- (25) Basilisk's Gaze - Recharge/Hold
- (A) Numina's Convalescence - Heal
- (48) Numina's Convalescence - Heal/Endurance
- (50) Numina's Convalescence - Endurance/Recharge
- (50) Numina's Convalescence - Heal/Recharge
- (50) Numina's Convalescence - Heal/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (23) Defense Buff IO
- (A) Empty
- (A) Thunderstrike - Damage/Endurance/Recharge
- (27) Thunderstrike - Accuracy/Damage/Recharge
- (27) Thunderstrike - Damage/Recharge
- (29) Thunderstrike - Accuracy/Damage
- (29) Thunderstrike - Damage/Endurance
- (42) Thunderstrike - Accuracy/Damage/Endurance
- (A) Coercive Persuasion - Confused
- (43) Coercive Persuasion - Confused/Recharge
- (43) Coercive Persuasion - Accuracy/Confused/Recharge
- (43) Coercive Persuasion - Accuracy/Recharge
- (46) Coercive Persuasion - Confused/Endurance
- (48) Coercive Persuasion - Contagious Confusion
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Luck of the Gambler - Recharge Speed
- (33) Luck of the Gambler - Defense
- (33) HamiO:Enzyme Exposure
- (A) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Luck of the Gambler - Recharge Speed
- (39) HamiO:Enzyme Exposure
- (A) Analyze Weakness - Accuracy/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (45) Positron's Blast - Accuracy/Damage/Endurance
- (45) Positron's Blast - Damage/Recharge
- (45) Positron's Blast - Damage/Endurance
- (46) Positron's Blast - Chance of Damage(Energy)
- (48) Recharge Reduction IO
- (A) Endurance Reduction IO
- (A) Luck of the Gambler - Recharge Speed
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 2: Swift
- (A) Empty
- (A) Miracle - +Recovery
- (31) Numina's Convalescence - +Regeneration/+Recovery
- (A) Empty
- (A) Performance Shifter - Chance for +End
- (39) Performance Shifter - EndMod
- (39) Endurance Modification IO
- (A) Empty
Level 1: Sprint
- (A) Empty
- (A) Empty
------------
Set Bonuses:
Thunderstrike
(Dark Blast)
- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Subdual)
- 5% Enhancement(Immobilize)
- 22.59 HP (1.87%) HitPoints
- 9% Enhancement(Accuracy)
- MezResist(Held) 2.75%
- 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
(Gloom)
- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Telekinetic Thrust)
- MezResist(Immobilize) 3.3%
- 18.07 HP (1.5%) HitPoints
- 3% DamageBuff(All)
- MezResist(Held) 3.3%
- 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
(Psychic Scream)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Tenebrous Tentacles)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Super Speed)
- 1.25% Defense(Ranged), 0.63% Defense(Energy), 0.63% Defense(Negative)
(Concentration)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 22.59 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Abyssal Gaze)
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 2% (0.03 End/sec) Recovery
- 7.5% Enhancement(RechargeTime)
(Drain Psyche)
- 12% (0.6 HP/sec) Regeneration
- 22.59 HP (1.87%) HitPoints
- 6% Enhancement(Heal)
- MezResist(Held) 3.3%
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
(Life Drain)
- 2% (0.03 End/sec) Recovery
- 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
- 7% Enhancement(Accuracy)
- 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(World of Confusion)
- 4% (0.07 End/sec) Recovery
- 4% Enhancement(Confused)
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
- 5% Defense(Ranged), 2.5% Defense(Energy), 2.5% Defense(Negative)
(Tough)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Weave)
- 10% (0.5 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Body Armor)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Maneuvers)
- 7.5% Enhancement(RechargeTime)
(LRM Rocket)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Vengeance)
- 7.5% Enhancement(RechargeTime)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1505;681;1362;HEX;| |78DA6594596F12511886CF81A1B414840ADDEC0AD8D20205AA265E9A68D5444B82A| |D7A65C5B11D612C0E1396442FFD096EAD4BBA19D71B6FD4E8BD893FC0C425FA1BDC| |7E017ECCF7B625CEA4F439BC73DEF3BD67CEC764AFCF785F9DBC794448DFB1925AA| |DE68FD2FF9A567165D582BE289A979B3EFD90F373AA51D09652336A6599A746B7EF| |CCD74DB35CA9A5B29A51534BF9AC6AE866BDA4D6F4B2213CB972B9949A37356DC96| |B0D6735D5D48D82CFFA72422F146BF4CDBF7D6B49AB548BBAD973DCD41753D9BAA1| |3717A9D292CD4237FA284F9C3EC590C0D5708935C2B4221CEBC4187183A96C825BC| |CC9C73CEF9668F1AE484BDBBB0ADE67861E800F99B1474C9DEA4A78E51AAFDB86BA| |6DA8DB8EBAEDFFD5BD4370C2EBBCC2DA70012C32477566F82AB8CC5CA6BA2EF64A5| |782B51818A143725BA11A0E37B4301805EF123AD8AF74BC66CDF3067CCBDCF30E7C| |CFBC46353B91B7131E2F3C5E7802F004E089C5519732F990D7F7DD6169533F98F74| |8F5635DFF13D6A24FC167CCFDCFC117E04BA64199BAD8EBECFA46DA90227ABE32FB| |3E835F982B342B689D5643099EE3F34B9F614ECF81F3E059660FE5EEE66729BBBBA| |10DF39E24DDEBE5DAA2B7419728539A7EECA41FA7BC6F13DC600EA23B07D799935B| |CC55C200BC03177877F105F02298C793BBC44CAB4C2725194292A15E69ED56216D0| |45D3082E4A321F030C98A537CA0F68BF01C1139E0B47C5DE41BC38EC7E01BC7FCBF| |5E21265067E213D7FE48B6047227D015497441125D9144974CA12BD2E8C220D54A6| |1BD5498B51069196819D4FFE9A15F19724AEB49FFDE55A43C25ADDFD5F0799EFDCB| |36FBCFAEE290AB9C7BFC36388AF35076DE02F4D774859B0ABB1A71DBDD8C4D99B62| |9076DCA219B326B5372CACE3B05F93B023B6F8AC6E920C5C538E769EE9FC70B2D63| |B5657CB965FC0FEBDDFD73| |-------------------------------------------------------------------|
Hey dark blast/MM, the only blaster I got past 30!
AoE cone chain early on, Drain Psyche for survivability, recovery and -regen on AVs, and a blast that heals you too - oh and the hold in DB does good damage. Plus the blasts do -tohit. Was a great pairing for me because I usually find blasters and scrappers too one dimensional when basically all they do is damage. |
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
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Corruptors and Dominators aren't "defensively strong" although they can have a lot of offensive mitigation: also already discussed. If you want ranged survivability in general its hard to beat mind control dominators. But that's not really aligned with what the OP seems to be talking about. |
really disagrees about defensively strong, softcap to all position without IOs and having two powerful self heals. But almost all corruptor secondaries provide much higher levels of personal survivability than anything a blaster can hope to achieve.
What is "typical blaster survival levels?" When I'm playing blasters, I'm generally aiming for "not being dead." But more importantly, the OP originally mentioned a problem with staying alive, so surviving at "typical blaster levels" doesn't sound like what the OP is looking for. |
Because actual blasters don't tend to have a lot of mitigation: for most of them taking one shot instead of two is meaningful. |
Lots of things have sleeps. Controllers have sleeps. Dominators have sleeps. We all solve this problem you're presenting as intractable just fine. |
There is a world of difference between stackable sleeps and non stackable sleeps, and there is also a world of difference between a doms control abilities and a blasters.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
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I'm not sure why most people haven't figured out how ridiculously broken time manipulation is yet, honestly. But soft-capping with time is more of a Defender thing than a Corruptor thing. Its possible, but not as easy on a Corruptor and I don't think you get there on an all SO build.
|
@Rorn ---- Blue Baron ---- Guardian
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
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You are right, I am limiting my choices. I really actually love the mechanics of both AR and BR. But I just dont see Magneto with a Gat. If they would alter the animations for AR or BR to be "standarad blaster animations" I would take either in an instant, I love them both.
That still leaves the secondaries as a heaving mosh pit of Blapper love. Not sure what to do about that easily. Lastly, and i hate to admit this, I was struggling with +0/x1. And for the Banks (badging) was even struggling at -1/x1. And my build had hover, stealth, and invisibility. Okay, I'm gonna shut up now. Sigh. |
I still think you should've tried dark/NRG. But I think your problem might be that you're impatient on its performance. You won't have survivability until you IO out for defense. And you won't have gnarly kill speed until you IO out for recharge.
I came up with Fire/Psi. Probably not a shock to many of you. In fact a few of you have throw it out to me before, of course. I'll have 4 big range AoE attacks I can spam before even hitting epics. Fireball, Fire Breath, Rain of Fire, and Psychic Scream. I really want to avoid close contact for the most part. However, with 4 years experience, I know when its safe to drop in for a free leech with Drain Psyche. I will get Psychic Shockwave and concentration, of course. I will start looking at epics or patrons next. Ranged AoE is what I am looking for. Not sure how much I will throw at the build, if anything besides SOs. Just gonna play test it for a couple weeks, sorta relaxed. (I am currently endlesssly iTrialing my new main) This will be the off hand project.
Now I just need a concept. (I always build backwards) Demon/supernatural seems the natural here. Going to do a little research on-line for ideas. |
As far as concept goes, remember that both Fire and /Mental can be colored to suggest radiation-based attacks. I'd suggest coloring both bright green and making a walking reactor / energy being type of character. Well, or just do a Phoenix clone, but I'm hoping you're more original than that.
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
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
I've been thinking about Dark/Energy for a while now, just to pair power boost with Dark Blast. Power boost should boost the tohit debuffs, the hold, and the heal (and the knock). That should be interesting.
|
In my case I like dark/mm because except from Brutes (love the fury mechanic) and Stalkers (love the concept), I usually prefer toons with some debuff/utility/non-typical 'damage/armor' AT power like DP, that's why my only 50 scrapper is a dark/dark and the ony dom I leveled fast was an ice/psi - although elec control looks sweet for a dom
He was being sarcastic about Time being the new ss/fire - I did see a bootload of time toons but the same could be said for dual blades when it was released and I haven't been playing that much lately. I'd guess that by now it's not that popular like willpower which you still see plenty around unlike DB which was released at the same time.
I took another detailed look at it. My 100th??? I compared every Primary and Secondary, looking for the most Aoe Range. I left out Archery, AR, BR, and Devices. Not saying they are not good choices, but they do not fit my super concept at all.
I came up with Fire/Psi. Probably not a shock to many of you. In fact a few of you have throw it out to me before, of course. I'll have 4 big range AoE attacks I can spam before even hitting epics. Fireball, Fire Breath, Rain of Fire, and Psychic Scream. I really want to avoid close contact for the most part. However, with 4 years experience, I know when its safe to drop in for a free leech with Drain Psyche. I will get Psychic Shockwave and concentration, of course. I will start looking at epics or patrons next. Ranged AoE is what I am looking for. Not sure how much I will throw at the build, if anything besides SOs. Just gonna play test it for a couple weeks, sorta relaxed. (I am currently endlesssly iTrialing my new main) This will be the off hand project. Now I just need a concept. (I always build backwards) Demon/supernatural seems the natural here. Going to do a little research on-line for ideas. |
Your issue is not damage output, your real issue is surviving long enough to utilize that output.
What are blaster issues?
1) a lack of mez protection. Defiance just does NOT cut the mustard here. A mezzed blaster is a dead blaster. Since you can't get real mez protection from any blaster power sets your inspiration tray is the answer.
2) lack of mitigation from Defense or Resistances. You can take an Epic shield late in your career and you can take Tough, Weave, and Manuevers. Without any set bonuses the best you are going to be able to do is 11ish% defense and 50% resistance to Smash/Lethal. That's barely a 50% increase in survivability and even then only against Smash/Lethal Damage. That means that if you can survive against 3 mobs with out the defense you can now have the same level of survival against ~7 mobs that do exclusively Smash/Lethal damage. That's not much of an increase and the endurance cost is huge.
3) lack of a self heal, especially one that is non-interruptible. The answer here is taking Aid Self which requires 1 additional power that provides you no benefit.
4) lack of ability to keep large numbers of mobs at range. This means that you have to take hover and watch your position indoors.
5) lack of the ability to mitigate the alpha strike.
For secondary power sets Devices is the safest of all of them. Devices can completely eliminate all of the above concerns. The issue with devices is the trade off of speed for safety is blown far out of proportion. Since devices won't fit your concept this is also out.
The second safest secondary set is /Ice. It has one benefit that /Mental lacks, you don't have to go into melee range for any length of time to get the most mitigation out of it.
/Ice is a partial answer to item 2 and 4 above. The -rech in the /Ice powers is almost like having extra resistance to all damage types because you can reduce the amount of incoming damage per unit time. The slow in the /Ice powers means that the mobs take a long time to reach melee range.
There is only 1 primary power set that provides the largest number of solutions to blaster's inherent weaknesses. That is Dark Blast.
No power set does any thing to help with item 1 the only answer is break frees.
Item 2 is mitigated by the to hit debuff in the dark powers. If you use Tenebrous Tentacles and Umbral Torrent you debuff the entire spawn by 10.5% that's as good as the most defense you can get with pool powers and SOs but you are doing damage to the spawn at the same time.
Item 3 is mitigated by Life Drain. It has decent range, does really good damage, is non-interrutible, and doesn't waste a power pick.
Item 4 is resolved handily by Tenebrous Tentacles and Chilblain, throw in Shiver and you have this problem locked down.
Item 5 is best handled by Stealth + Umbral Torrent. The Knockback mitigates the immediate Alpha and by the time the spawn can use it's opening attacks it has been hit debuffed by 10.5% (or more if you slotted some Hit Debuff) plus any defense you have from pool toggle powers. If you have the ones mentioned above you'll have doubled your survival against all damage types and tripled it vs Smash/Lethal.
The combination you want is Dark/Ice. It has decent AoE damage, can be utilized entirely at range with out gimping yourself, and has the best usable mitigation of all blaster combinations in the game without sacrificing much, if any, kill speed.
Please try it before you frustrate yourself again with all of the other high damage, low survivability options.
-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
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High Ranged defense plus Acrobatics will provide pretty good mez protection. Most mezzes that can be used at range are flagged as Ranged attacks, and the ones that are not (usually flagged as only Psionic) are usually holds, and Acrobatics blocks a single hold. The enemy has to basically get lucky twice in a row with Ranged holds (doesn't happen often) or hit you with two non-Ranged holds (and usually only one or two enemies per group has those) to actually hold you so as long as you pop Break Frees in the rare cases where you are fighting enemies with AoE mez like stun grenades (I say "rare" because when soloing a Blaster I avoid those factions like the plague) and don't let stunners get in melee you should be good. By all means keep a column of Break Frees in your inspiration tray, but you shouldn't need them continually even against most mezzers. Of course eventually you can get mez protection from the Destiny Incarnate slot, but that's not very helpful at levels 1-49.
Go for around 33% Ranged defense (one Luck from the softcap), Acrobatics, Aid Self (mainly for downtime reduction) and maybe some AoE defense and +HP if you can fit it in and you should have a decent leveling build. Upgrade to softcapped Ranged defense once you have enough slots (probably won't happen until the 40s) and you'll be fairly survivable. The nice thing about a high damage combo like Fire/Mental is that while you can't eliminate the alpha strike you can eliminate a lot of the enemies before they get to shoot again. Just accept that you will be keeping the difficulty turned down fairly low while soloing until you get some IOs and you'll be fine... at least you will once you break that Scrapper / Brute mindset and remember to stop and heal up after each fight because you really do need the whole green bar a lot of times. (That's why almost all of my Blasters have Aid Self.)
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
[u]Arcs[u]
The Scavenger Hunt: 187076
The Instant Lair Delivery Service: 206636
I have to once again suggest a Sonic/Ice blaster.
I didn't have one on Exalted so last night I started a new one and she is 1 bar from 17 now.
You have for powers:
Sonics
1. Shriek Ranged, Minor Damage(Smashing/Energy), Foe -Damage Resistance
2. Scream Ranged, Moderate Damage over Time(Smashing/Energy), Foe -Damage Resistance
3. Howl Ranged Cone, Medium Damage(Smashing/Energy), Foe - Damage Resistance(All)
4. Shockwave Ranged (Cone), Minor Damage(Smashing/Energy), Foe Knockback
5. Shout Ranged, Heavy Damage(Smashing/Energy), Foe -Damage Resistance(All)
6. Amplify Self +To-Hit, +Damage
7. Siren's Song Ranged (Cone), Minor Damage(Energy), Foe Sleep
8. Screech Ranged, Minor Damage (Smashing/Energy), Foe Disorient, -Damage Resistance(All)
9. Dreadful Wail Point Blank Area of Effect, Extreme Damage(Energy/Smashing), Foe Disorient, -Damage Resistance; Self -Recovery
Ice
1. Chilblain Ranged, Moderate Damage over Time(Cold), Foe Immobilize, -Speed, -Recharge
2. Frozen Fists Melee, Minor Damage(Cold/Smashing), Foe -Recharge, -Speed
3. Ice Sword Melee, Moderate Damage(Cold/Lethal), Foe -Recharge, -Speed
4. Chilling Embrace Toggle: Point Blank Area of Effect, Foe -Recharge, -Speed, -Damage
5. Build Up Self +Damage, +To-Hit
6. Ice Patch Location (Point Blank Area of Effect), Foe Knockdown
7. Shiver Ranged(Cone), Foe -Speed, -Recharge
8. Freezing Touch Melee, Minor Damage(Cold), Foe Hold
9. Frozen Aura Point Blank Area of Effect Melee, Foe Sleep
How do you play it?
Notice almost all of the attacks on both sides are Ranged. The few Melee powers are used to KEEP them at Range!
At low levels (pre-Sirens)
1. approach a group - use Howl to lower resistance and immediately Shockwave. With Chilling embrace on Combat jump over the group (which slows them all and -damage for good measure).
2. Keep alternating with Howl and Shockwave and immobilize your Lt or Boss target anchor with Chillblain and smack him with Shout as well once in a while.
This will let you shred any incoming foes and minions that near are slowed by Chilling Embrace and I use Scream on them.
At higher levels
1. Siren Song - it is a sleep with DAMAGE!
2. Drop Ice Patch under the sleeping foes also chilling them with your Embrace
3. Frozen Touch the boss after you Chillblain and it will freeze almost any boss
4. Frozen Aura - More sleep
5. Shockwave
6. Howl
7. Siren's again if any are left and freeze that boss again.
You can in utter and complete safety wipe out nearly any foes within a very short time and if any get near you Shiver, Chilling Embrace and Ice Patch keep them away from you.
In fact you have zero reason to even take any Melee powers except Frozen Touch, Ice Patch and Chilling Embrace.
You have it - the Tank Mage ranged blaster.
I'm not sure why most people haven't figured out how ridiculously broken time manipulation is yet, honestly. But soft-capping with time is more of a Defender thing than a Corruptor thing. Its possible, but not as easy on a Corruptor and I don't think you get there on an all SO build.
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Under construction
The combination you want is Dark/Ice. It has decent AoE damage, can be utilized entirely at range with out gimping yourself, and has the best usable mitigation of all blaster combinations in the game without sacrificing much, if any, kill speed.
Please try it before you frustrate yourself again with all of the other high damage, low survivability options. |
I have to once again suggest a Sonic/Ice blaster.
Notice almost all of the attacks on both sides are Ranged. The few Melee powers are used to KEEP them at Range! You can in utter and complete safety wipe out nearly any foes within a very short time and if any get near you Shiver, Chilling Embrace and Ice Patch keep them away from you. You have it - the Tank Mage ranged blaster. |
There is an obvious tendency to look at Dark Manipulation in terms of being a melee ranged, blapping set. But when you can sleep and disorient your targets, debuffing their ability to hit you can visit melee range as necessary (becuase you aren't going to stay there). The powers from Dark Manipulation you are going to be focusing on from Dark Manipulation are Penumbral Grasp, Soul Drain, Dark Consumption, and Dark Pit with an option on Touch of Fear and Midnight Grasp. Note also you have a Disorient power from both powersets--Screech and Dark Pit.
Under construction
What build/level was it that you struggled at +0/x1? This can't be the ice/NRG that you leveled to atleast 33 and claimed how much you were loving it, is it?
I still think you should've tried dark/NRG. But I think your problem might be that you're impatient on its performance. You won't have survivability until you IO out for defense. And you won't have gnarly kill speed until you IO out for recharge. |
I am moving on to a Fire/Mental. The idea being never to solo, and just figure a way to help teams with fire support and stay alive.
Fire/Mental is probably the best ranged AoE combo that doesn't use a crashless nuke. You do need to jump in to melee range to use Drain Psyche but there's nothing that says you have to stay there... it's perfectly fine to skip PSW and focus on cone and fireball spam or else save PSW for times you know it's safe to use rather than trying to use it every spawn. And since you're going to go the ranged route I'd suggest building for Ranged defense and going with either the Electrical or Flame epic. Electrical gives you another cone, a hold, and a nice resist shield plus the option to take Surge of Power for a weak version of the Overload power from Electric Armor. Fire gives you a hold, a nice resist shield, and Rise of the Phoenix... dying isn't near as annoying when you can self rez and blow the hell out of any nearby enemies at the same time. I suggest a resist shield because if you softcap to ranged you'll already be hit as seldom as possible, so why not get hit for less when they do get lucky?
As far as concept goes, remember that both Fire and /Mental can be colored to suggest radiation-based attacks. I'd suggest coloring both bright green and making a walking reactor / energy being type of character. Well, or just do a Phoenix clone, but I'm hoping you're more original than that. |
The combination you want is Dark/Ice. It has decent AoE damage, can be utilized entirely at range with out gimping yourself, and has the best usable mitigation of all blaster combinations in the game without sacrificing much, if any, kill speed.
Please try it before you frustrate yourself again with all of the other high damage, low survivability options. |
heres an idea I have penciled in. It avoids stuff I'm going to try not to use (melee, etc.0 and grabs powers I think I will want for teaming/soloing (Stealth/TP/Phase Shift...yes, i need/want that lol)
If I 50 him, and if I can survive some Inc Trials, i will look at further boosting his abilities.
Everything is I/O'd with basics. in fact these will be SOs. I am not gonna throw cash at the build until I decide if I can run it. It is also set up to take some of the obvious Procs if I decide to throw a crap ton of money onto it.
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Actually, you're right the devs removed that. Ah well, that's not really a major issue for Dark Blast either way. Honestly, I thought one of the reasons blasters didn't get heals in the old days was because they could have power boost. I have a sneaking suspicion the devs might have forgotten that.
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I am leveling a Dark/Mental (Vampire theme from True Blood) but Dark/Energy sounds like another excellent combo because of power boost.
I am pretty sure power boost affects Tohit Debuff right?
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
Yeah, thanks to my wife for ideas lol. I am making a character based on a very convoluted bloodline that has been part of her meta plot for many years. Both fire and psi are natural for the concept. I will probably take fire epic, or I may snag soul mastery, havent looked at it in detail yet. Also, 95% sure going for Fire judgement, but agian, need to look. The whole idea is to cram more AoE on the guy. I want teams to beg to rez me when I fall lol. "Get the damage pet back up!"
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Corruptors and Dominators aren't "defensively strong" although they can have a lot of offensive mitigation: also already discussed. If you want ranged survivability in general its hard to beat mind control dominators. But that's not really aligned with what the OP seems to be talking about.
Lots of things have sleeps. Controllers have sleeps. Dominators have sleeps. We all solve this problem you're presenting as intractable just fine.
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