Fire/Mental tips?


Blue_Centurion

 

Posted

I am a trying again lol. A rolled up a Fire/Mental Blaster. The idea is to stay at range as much as possible and joust in for the buff. Currently just using SOs (at 22) and about the only non standard slotting decision I made was to put 2 range enhancers in the fire cone so it is exactly (97%?) the same shape as the Mental cone.

I realized that when I come over from my heavy melee characters I really do just want to stand at range and fry things. Fire/Mental seems to give me the maximum possibilities for that.

I am considering I/Oing him out if/when I 50 him. But I am just Blasting for fun, so we'll see. I am a little curious about how to incarnate him if he makes it. I am seriously just considering the damage Alpha and any other high damage abilities I can cram on. Glass cannon indeed. That is Glass Mother of All Bombs to you!


 

Posted

Funny, how playstyle and slotting can change things. My Fire/Mental skipped the cones, lives in melee, and is both Nuke and Tough. Not saying you're wrong, more amused at how this game is flexible and viable, even with identical toons.


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Posted

Quote:
Fire/Mental tips?
Kill stuff. A lot. Drain Psyche is nice but you need some form of mitigation or you're still going to die while jumping in and out - whether through set bonuses, inspirations, or simply sufficient burst damage to drop everything before it gets a chance to run through your hit points. Since you're playing Fire Blast, that last one is the only help you're getting from your primary - but as someone who has a level 50 Fire/Fire/Fire Blaster that got there on just SOs, you can usually make that work.

If you want to stand at range and fry things, you may find a Fire/Dark, Fire/Cold, or Fire/Storm Corruptor to be more your taste - all of them can debuff the enemies to increase the damage they're doing at varying levels of safety without ever getting near the mobs. Fire/Dark in particular is a fast starter, with Fire/Storm not being too much slower. You'll kill things a little slower, but while you're watching all the little Scourges float over everything's heads from Rain of Scour... Fire, you won't care so much.


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Posted

Quote:
Originally Posted by Blue_Centurion View Post
I am a trying again lol. A rolled up a Fire/Mental Blaster. The idea is to stay at range as much as possible and joust in for the buff.
There are some good Fire/Mental builds hidden in this forum (do a search) that show soft-capped S/L and other goodies (like mine). I also posted my Fire/Mental build not too long ago in the Rikti Pylon Test thread in the scraper forum.

I believe you are better off building for S/L softcap and living amongst the mobs, rather than trying to stay at range. Fireball / ROF / Psychic Shockwave all work well as a PBAOE combo


 

Posted

Ok Fire/mental is a great build it has massive AoE but if you wait to stay at distance i would go fire/dark or /eng or / ice.
Now that said , i'm a big scrapper player and the most fun i have had on a blaster is Energy/Energy . this build will let you play at range or if you like it can be very good at melee and with the knockback you can bounce villians around all day. See you use the primary to hit at range and the secondary to hit at melee as the villian comes at you if the range knockback doesn't send him flying the melee dam. is massive.
well that is my thinking anyway.

Have a good one.