Questions about Blapper
I would add another slot in heal and add regen tissue proc. Not sure where to take it from though. Leadership is good I personally would take something in a different epic pool than mu. That way you have another damage set that offers a different set of powers...say fire if you want damage or I could see the dark epic pool working ok if you want some debuff type stuff.
Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22
If you're going to be a close range blaster you'll need some sort of defensive capabilities to keep upright just like how melee toons do it (although admittedly without Mez protection though blasters do get the cheesy pew pew pew -T1/T2 while mezzed).
This is what my namesake blaster's build looks like (yes I still have Acrobatics on the build) so that you can sorta gauge what you want to build. Tactically the other thread (in the scrapper forums) has alot of info in it already.
You can see that I in my build I have focused primarily on capping to S/L Defense. I'm actually pretty happy with it but as always there is room for iimprovement so I've been trying to build a layered defensive (a good amount of Ranged DEF atop a resist shield) strategy but I havent been quite happy yet with what I've come up so far.
| Copy & Paste this data into Mids' Hero Designer to view the build |
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@Deadboy
If I go Blapper, what are some of the range (primary damage abilities) should I pick up? The first ability is a given, but should I just pick up AoE and skip single target range abilities?
I would go with what I posted in the build above. I never tried running LF on my Blaster so I cannot offer any experience there (on my SS/ELA brute though I certainly have it).
@Deadboy
Lol blapper ! ! !
BALANCE IS A NERF
Liberty Server
@Energy Aura and @Ill Conceived on Global
Han Solo: [laughs] Hokey religions and ancient weapons are no match for a good BLASTER at your side, kid.
Below is the build I run currently. 90% of it was made up of concept, so my numbers may not be as high in some areas as people would like. The only true throw-off powers were Grant invisibility, and invisibility. With the Scorpion Shield and Weave, my defense is 40% S/L, 39% Energy, 28% Negative energy and 16%, 22%, 18% melee, ranged, and AoE respectively. Aid self makes up for the times that I fall short.
It started out as a leveling build so I could exemplar down and still have pretty much everything. And the only thing that changed was Zapp and Voltaic Sentinel were removed. They were only removed for lack of use. That's when I picked up the invisibility pool for the recharge bonus. And the best part was not having these bonuses previously. When my defense gets debuffed, I still know how to play the character so it's not like a crutch.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Live Wyre: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Concealment
Power Pool: Speed
Power Pool: Medicine
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Lightning Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Electric Fence -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(7), Thundr-Acc/Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Dmg/EndRdx(11), Thundr-Acc/Dmg/Rchg(11)
Level 2: Charged Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Acc-I(15)
Level 4: Lightning Field -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(17), Erad-Acc/Rchg(17), Erad-Dmg/Rchg(19), Erad-%Dam(19), Erad-Acc/Dmg/EndRdx/Rchg(21)
Level 6: Short Circuit -- Erad-Acc/Rchg(A), Erad-Dmg(21), Erad-Dmg/Rchg(23), Erad-Acc/Dmg/Rchg(23), Erad-Acc/Dmg/EndRdx/Rchg(25), Erad-%Dam(25)
Level 8: Aim -- RechRdx-I(A), Rec'dRet-ToHit(27), Rec'dRet-ToHit/Rchg(27)
Level 10: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(31), Acc-I(31)
Level 12: Ball Lightning -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(31), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dmg/Rng(33)
Level 14: Stealth -- LkGmblr-Rchg+(A)
Level 16: Build Up -- RechRdx-I(A), Rec'dRet-ToHit/Rchg(34), Rec'dRet-Pcptn(34)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(34)
Level 20: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(36), BasGaze-Rchg/Hold(36), BasGaze-Acc/EndRdx/Rchg/Hold(36)
Level 22: Aid Other -- Empty(A)
Level 24: Aid Self -- IntRdx-I(A), IntRdx-I(37), Heal-I(37), Dct'dW-Heal/Rchg(37)
Level 26: Boxing -- Empty(A)
Level 28: Thunder Strike -- Erad-Dmg/Rchg(A), Erad-Dmg(39), Erad-Acc/Rchg(39), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(40), Erad-%Dam(40)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Thunderous Blast -- Posi-Dmg/Rchg(A), Posi-Dmg/Rng(40), Posi-Dmg/EndRdx(42), Posi-Acc/Dmg(42), Posi-Acc/Dmg/EndRdx(42)
Level 35: Power Sink -- RechRdx-I(A), RechRdx-I(43), EndMod-I(43), EndRdx-I(43)
Level 38: Shocking Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(45), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), Acc-I(46)
Level 41: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(46), LkGmblr-Def(46), LkGmblr-Rchg+(50)
Level 44: Scorpion Shield -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(48), LkGmblr-Rchg+(48), LkGmblr-Def(50)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Invisibility -- LkGmblr-Rchg+(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 18% Defense(Smashing)
- 18% Defense(Lethal)
- 7.69% Defense(Fire)
- 7.69% Defense(Cold)
- 22.38% Defense(Energy)
- 22.38% Defense(Negative)
- 3% Defense(Psionic)
- 10.5% Defense(Melee)
- 16.44% Defense(Ranged)
- 12.38% Defense(AoE)
- 5.4% Max End
- 57.5% Enhancement(RechargeTime)
- 50% Enhancement(Accuracy)
- 8% FlySpeed
- 162.6 HP (13.5%) HitPoints
- 8% JumpHeight
- 8% JumpSpeed
- MezResist(Immobilize) 8.25%
- 20% Perception
- 11% (0.18 End/sec) Recovery
- 20% (1 HP/sec) Regeneration
- 3.15% Resistance(Fire)
- 3.15% Resistance(Cold)
- 8% RunSpeed
- 6% XPDebtProtection
http://www.cohplanner.com/mids/downl...86F97FD97BFAA5
Below is the build I run currently. 90% of it was made up of concept, so my numbers may not be as high in some areas as people would like. The only true throw-off powers were Grant invisibility, and invisibility. With the Scorpion Shield and Weave, my defense is 40% S/L, 39% Energy, 28% Negative energy and 16%, 22%, 18% melee, ranged, and AoE respectively. Aid self makes up for the times that I fall short.
It started out as a leveling build so I could exemplar down and still have pretty much everything. And the only thing that changed was Zapp and Voltaic Sentinel were removed. They were only removed for lack of use. That's when I picked up the invisibility pool for the recharge bonus. And the best part was not having these bonuses previously. When my defense gets debuffed, I still know how to play the character so it's not like a crutch. |
1) I notice that you have the first two abilities, Lightning Bolt and Electric Fence, were fully slotted. How often do you use the Bolt and is the Fence an effective damage dealer (weave into rotation that is).
2) How about Short Circuit?
3) What is your rotation like for single-target and for group?
Thank you for the sample build, mind I ask a few more Qs?
1) I notice that you have the first two abilities, Lightning Bolt and Electric Fence, were fully slotted. How often do you use the Bolt and is the Fence an effective damage dealer (weave into rotation that is). 2) How about Short Circuit? 3) What is your rotation like for single-target and for group? |
2) Personally I would slot Short Circuit and Thunderstrike the exact same - 5 slots (3 Erads - D/R A/D/R and A/E/D/R then 2 Scirroco D/E and A/D/E). Usage it really depends but I always use it with Power Sink and BL.
3) For the single Boss/LT - Tesla then SG then beat down. AoEs depends with the team but TStrike is typically my last attack.
@Deadboy
1) You will use LB all the time. While it deals the same base amount of damage as Charged Bolts, EFence deals its damage over time - can it be used as a poor man's Midnight Grasp? Yep
2) Personally I would slot Short Circuit and Thunderstrike the exact same - 5 slots (3 Erads - D/R A/D/R and A/E/D/R then 2 Scirroco D/E and A/D/E). Usage it really depends but I always use it with Power Sink and BL. 3) For the single Boss/LT - Tesla then SG then beat down. AoEs depends with the team but TStrike is typically my last attack. |
I use LB plenty as it is my only blast so when I need to step back and re-evalute I hop out with a little more damage their way, before hopping back in. Having those two abilities saved me a power choice and also left me an option for when I was held to keep stuff away from me and keep blasting, all while chipping off damage.
2) Short Circuit, I went for the damage as the endurance is already ok. And I slotted them with 6, just to sure up some more AoE defense. Mobs can attack with even a sliver so why waste the endurance slotting when I will leave them with a sliver anyway. My AoE method is usually Ball lightning-->(Tesla-->shocking-for Boss)-->Short Circuit-->Powersink-then, whatever else I want as minions are nonexistent to the defense and at least one boss is locked. It allows the chance to focus on the single target, or rotate between AoE and single.
3)Single target is pretty much Tesla Cage, then Shocking Grasp on the hop in-->Fence-->Charged Brawl-->Havoc Punch-->Fence-->Thunderstrike-then, whatever it takes to finish. I use the fence to lock my current target for the TS knockback.
Something also that I did not mention earlier is that I use Spiritual Alpha T3 to make up for my lack of recharge in some powers, along with my global bonus. That's why I tried to squeeze in some global bonus to Recharge and Accuracy. Playing like that, you have to strike hard, fast and often, and missing isn't really a good option . I also picked up Clarion T3(the 2 min one) to make up for knockback and holds. Any level other than incarnate, this build is pretty much overkill. You could also go with the Electrical Mastery Pool with pretty much no change in strategy. Shocking Bolt would allow for locking down another trouble maker and Surge of Power is there for emergencies. I found that going for Defense, those emergencies were less and less, and stuff was pretty much dead before it needed to be locked down. In the end I respecced out of that in favor of the Scorpion Shield and Aid Self's 2-power pick.
So basically you guys go all out on damage enhancement. Even by looking at it I feel sorry for your enemies
If I go with Flame Mastery to pick up Melt Armor, is it wise?
I have an ele/ele blaster, "Electroblast" but he comes in second in terms of playing enjoyment to my fire/elec blaster, "Fireshock". I've gotten many comments from other players about how "nasty" my build is, in terms of killing the enemy. "blapping" is certainly a lot of fun.
@Joshua.
I posted in the Scrapper forum earlier, so here we go again. I am thinking about building a Blapper, possibly a Elec/Elec/Mu, but I have no clue on how damaging/surviving a Blapper is without all the defensive stats of a Scrapper.
Almost all moves seem to deal damage and I wonder if I should just slot them with +damage and maul enemy over, but then I run out of slots.
Then there's the selection of the epic power set and power pool, I pic Mu at this moment but felt a little redundant with Fence and Shackle. Leadership doesn't look so right there either.
Here is a sample build subject to major changes:
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Iscandar: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Charged Bolts -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(15), Dev'n-Dmg/Rchg(17), Dev'n-Acc/Dmg/Rchg(17)
Level 1: Electric Fence -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(19), Enf'dOp-Acc/EndRdx(19), Enf'dOp-Acc/Immob/Rchg(21), Enf'dOp-Acc/Immob(21)
Level 2: Charged Brawl -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(7), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(46)
Level 4: Lightning Field -- Dmg-I(A), Dmg-I(9), Dmg-I(13), EndRdx-I(15)
Level 6: Ball Lightning -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(34), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(40), Posi-Acc/Dmg/EndRdx(40), Posi-Dam%(43)
Level 8: Aim -- RechRdx-I(A)
Level 10: Havoc Punch -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(11), T'Death-Dmg/Rchg(11), T'Death-Dmg/EndRdx/Rchg(13), T'Death-Acc/Dmg/EndRdx(43)
Level 12: Combat Jumping -- LkGmblr-Rchg+(A)
Level 14: Boxing -- Stpfy-KB%(A)
Level 16: Build Up -- RechRdx-I(A)
Level 18: Tesla Cage -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(23), BasGaze-Rchg/Hold(25), BasGaze-EndRdx/Rchg/Hold(25)
Level 20: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(23)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(46), LkGmblr-Def/EndRdx(50)
Level 24: Maneuvers -- EndRdx-I(A)
Level 26: Voltaic Sentinel -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(27), ExRmnt-Dmg/EndRdx(27), ExRmnt-Acc/Dmg/Rchg(29), ExRmnt-EndRdx/Dmg/Rchg(29)
Level 28: Thunder Strike -- Oblit-Dmg(A), Oblit-Dmg/Rchg(31), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-Acc/Rchg(33)
Level 30: Assault -- EndRdx-I(A)
Level 32: Thunderous Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(33), Posi-Dmg/Rchg(33), Posi-Dam%(34), Posi-Acc/Dmg/EndRdx(34), Posi-Dmg/Rng(43)
Level 35: Power Sink -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(36), Efficacy-EndMod/Acc/Rchg(36), Efficacy-Acc/Rchg(36), Efficacy-EndMod/Acc(37), Efficacy-EndMod/EndRdx(37)
Level 38: Shocking Grasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(39), T'Death-Dmg/Rchg(39), T'Death-Acc/Dmg/EndRdx(39), T'Death-Dmg/EndRdx/Rchg(40)
Level 41: Charged Armor -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(42), ImpArm-ResDam(42), ImpArm-ResDam/EndRdx/Rchg(42)
Level 44: Electrifying Fences -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(45), Enf'dOp-Acc/EndRdx(45), Enf'dOp-Acc/Immob/Rchg(45), Enf'dOp-Acc/Immob(46)
Level 47: Summon Adept -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50)
Level 49: Electric Shackles -- Lock-Acc/Hold(A), Lock-Acc/Rchg(50)
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(3)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3), P'Shift-EndMod(5), P'Shift-End%(5)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run