Energy/Energy - Please forgive any Newbness


Bionut911

 

Posted

I'm not a new player, been in the game steadily for years, but I'm a terrible alt-o-holic and my concentration on a single character is a bit scattershot.

Lately, I've been spending some time with one of my older blasters - almost 5 years old! I've been reminding myself why he's so much fun! Solo, or on a team without Melee-players, I can really cut loose with the wall-of-damage and knockback. Teamed with another Energy Blast character (any AT) and we can juggle the whole spawn. Fun!

Inevitably, when I play my characters, they gain levels and I get to come to the Forums, asking silly questions.

So, here's the thing - I've got a decent set-up and some ideas about the future, but I'm lacking an Education and a Plan for the future. I hope you won't mind teaching me!

He is currently level 23... Where should I go from here? How would you fill in the blanks on this? What configuration should I aim for at 30? At 40? I'm not going to suddenly fly to the end-game, so I could use some way-stations on the route.

And, um, please don't just post some uber L50+ build and expect it to make perfect sense to me... please? I don't have 50 L50s with tons of Inf and Merits and purple recipes - I need a map that this character can follow under his own power.

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Argent Waverider: Level 49 Natural Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership

Hero Profile:
Level 1: Power Bolt -- Acc(A), Acc(3), EndRdx(7), Dmg(15)
Level 1: Power Thrust -- Acc(A), Acc(5), EndRdx(13), Dmg(19)
Level 2: Power Blast -- Acc(A), Acc(3), EndRdx(9), Dmg(15)
Level 4: Energy Torrent -- Acc(A), Acc(5), EndRdx(13), Dmg(19), Range(23)
Level 6: Power Burst -- Acc(A), Acc(7), EndRdx(9), Dmg(17), Range(21)
Level 8: Sniper Blast -- Acc(A), IntRdx(11)
Level 10: Bone Smasher -- Acc(A), Acc(11)
Level 12: Combat Jumping -- DefBuff(A)
Level 14: Super Speed -- Run(A)
Level 16: Build Up -- RechRdx(A)
Level 18: Aim -- RechRdx(A)
Level 20: Assault -- EndRdx(A), EndRdx(21)
Level 22: Tactics -- EndRdx(A), EndRdx(23)
Level 24: Conserve Power -- RechRdx(A)
Level 26: Explosive Blast -- Empty(A)
Level 28: [Empty]
Level 30: [Empty]
Level 32: Nova -- Empty(A)
Level 35: Boost Range -- Empty(A)
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(17)
Level 1: Brawl -- Acc(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx(A)
Level 4: Ninja Run



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Doing research, I see a lot of builds that include Hasten, but my experience (so far) is that I never need it and it's a pain in the butt to 'manage'. Perhaps that's because I have taken nearly all of my blasts and don't lack for an attack-chain - unless I've been hit with slows. Slot a little recharge, and those problems ought to go away, right?

I've checked into the APPs and... none of them make much sense to me - why do I need More Attacks? Some Mez might be interesting and there seems to be armor in every set - which I'm sure is Useful! However, I don't see much that would actually make me a better Blaster? Can you help clarify the advantages?

Oh, um, thematically... he's all shiney metal, right? I don't have to risk a Genericizing by spelling it out.

Be Well!
Fireheart


 

Posted

It looks like you've got the general idea, build looks fine, and I'm sure you'll work out the rest as you go.

Hasten is nice to bring up aim/build-up faster, and your AoEs cycle more quickly, but I'm not going to take it on my energy blaster, mostly because of the 4 power pool limit, and I know I want leaping (for CJ mostly), medicine (I mostly solo this toon and it's nice to top off health between groups), fighting and leadership. Also, the difference between bolt-blast-bolt-burst and bolt-blast-burst is pretty small.

I'm not sure how to answer the epic pool question, but I'll give it a shot. I'm not sure what you mean by 'better blaster', but a live blaster is surely better than a dead one so yes, the armors are nice. To that end, Scorpion Armor and Cold Mastery offer defense-based armors and the rest are resist based. Several sets offer mitigation via mez (some immobilize, which nrg/nrg lacks) and fire has a nice rez. I'm thinking of going force for mine for PFF, the armor, and possibly Force of Nature. I'll build for ranged defense (which doesn't 'stack' with s/l def) so a resist shield suits me better, as well.

I'll post my build at 30, but I'm not sure it'll help since I went a bit different direction (fighting pool, medecine pool). I got all the shineys by doing SSAs or hero tips with no help from my other alts. I'm not trying to say, "You should do this, instead" only that this has been working well for me so far.

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 49 Magic Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Medicine
Power Pool: Fighting
Hero Profile:
Level 1: Power Bolt -- Acc(A), Dmg(3), Dmg(17), RechRdx(23)
Level 1: Power Thrust -- Acc(A), Dmg(7), Dmg(17), RechRdx(19)
Level 2: Power Blast -- Acc(A), Dmg(3), EndRdx(13), RechRdx(19), RechRdx(23)
Level 4: Energy Torrent -- Acc(A), EndRdx(5), Dmg(5), RechRdx(25)
Level 6: Build Up -- RechRdx(A)
Level 8: Power Burst -- Acc(A), EndRdx(9), Dmg(9)
Level 10: Energy Punch -- Acc(A), Dmg(11), EndRdx(11)
Level 12: Aim -- RechRdx(A)
Level 14: Bone Smasher -- Acc(A), EndRdx(15), Dmg(15)
Level 16: Combat Jumping -- LkGmblr-Rchg+(A)
Level 18: Stimulant -- EndRdx(A)
Level 20: Aid Self -- Heal(A), EndRdx(21), Heal(21)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- S'fstPrt-ResDam/Def+(A), EndRdx-I(25)
Level 26: Explosive Blast -- Acc(A), EndRdx(27), Dmg(27), RechRdx(29)
Level 28: Weave -- LkGmblr-Rchg+(A)
Level 30: Super Jump -- Zephyr-ResKB(A)
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 2: Swift -- Run(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(29)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(7), EndMod(13)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- RechRdx(A)
Level 4: Ninja Run

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Posted

yeah, everything EJI said.

A good early investment in low level toons is Kismet 6% Acc. Just slap it in CJ (what ever you have it in needs to be toggled or an auto power). btw the 6% is actually "Tohit" which is better than acc. You should be able to find one for 500k or less.

I miss playing a Energy blaster. I went along with the theory that "KB ruin's everything!", but really its not that big a deal.


perma jump is ---> /up 1

 

Posted

Hmm, good advice. For my 4th Pool, some healing, even if it's pitiful, would be useful. Alternately, I could invest in 'Fighting' for Tough/Weave. Or I could look into Concealment for all of the usual stealthy advantages.

I can see that Positional Defense is the way to go in Ranged IOs. From that PoV, the best choice for the 5th pool is probably Soul... Although, now that Dark has been proliferated to Blasters, perhaps there will be a blue-side Dark APP. Energy looks very appropriate, but I'm not sure if those are the right powers for me, in actual Use...

But I won't have to worry about those for another 10-15 levels anyway.

One thing that may work, is Tough/Weave, + Maneuvers, + Scorpion Shield... Fully enhanced, that would give me... is that enough Defense? Does it cost too much Endurance, running 3-4 toggles?

My Melee characters can and do run that many toggles, but they usually have endurance-enhancing powers other than Stamina and Usually much cheaper toggles, too.

Be Well!
Fireheart


 

Posted

At your current level, the most urgent thing I'd want slotted, would have to be a Karma -KB protection. Nothing makes playing Blasters worse than getting knocked around like crazy, this one IO will stop that from happening 98% of the time.

Beyond that, let the Blaster grow into who they want to be. I've found Blasters, more than any other AT, to be able to evolve into varied paths as they level.

The path my main Energy/Energy took was varied.

Started out as a simple blaster, I avoided taking melee attacks as a result.
Then I took Bonesmasher as a filler power... 2 levels later I'd evolved into a Blapper.
This worked well for the 22-32 range.
Shortly after that though, my Blapping style started to suffer.

Then I picked up Superspeed for concept. I already had Stealth. This combination would eventually finalize what he evolved into.

By the 40's I had turned into a silent assassin.
I would use SS+Stealth to ghost missions (minions are below me, no point in wasting energy ) straight to the boss.
I'd stand toe to toe with them and buff up, hitting Aim and BU I'd then give them a massive 1-2 punch with Bonesmash and TF. A quick follow up with Burst and most bosses are gone! Liberal use of Power Push makes taking harder targets down easier.

Once he 'evolved' into the assassin I was able to drop Hasten as it stopped getting used. At 50 I took teleport Foe, to assist in getting the bosses alone for the kill.


Maestro Mavius - Infinity
Capt. Biohazrd - PCSAR
Talsor Tech - Talsorian Guard
Keep Calm & Chive On!

 

Posted

I appreciate the guidance, Maestro. You are basically reflecting my own experience - that there is really no 'trick' to Energy, you just take your powers, slot your powers, and use your powers. All of the 'problems' are just hazards of being a Blaster.

I was soloing a bit, trading face-plants for victories, got irked when the game decided to 'help me out' but making the enemy one step tougher... +2 purple bosses are... difficult when the map prevents you from using your Range advantage. I did a few 'tactical retreats'.

Then a friend joined me, and suddenly it was all easy. I dearly love duos and small teams because of this effect. Doesn't seem to matter what AT, as long as they're half-competent, 'two does easily, what kills one alone'.

For me, Bone Smasher is the 'don't get in my face' power, and teamed with Power Thrust, I can keep that one leaker from hurting me too badly, while I blow up his friends. I tried a 'Blapper' build a while back and found the Recharge on Blaster Melee to be much too slow for effectiveness. That might have been a Level issue, was only 18 at the time.

I'm glad to see that there is no single way to go forward with this. I reached 24 last night, found myself wishing I was sturdier, or could heal, or could put just a little more damage down-range, to compensate for the evil attitude of the bad-guys. So, it's clear that the 4th Pool is going to shape my playstyle a bit - I just have to figure out which way to go with it.

Be Well!
Fireheart


 

Posted

I also prefer fighting my Blasters from range. I threw together a rough build with some commentary below. YMMV.

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

Click this DataLink to open the build!

Level 44 Technology Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Leaping
Power Pool: Leadership

Hero Profile:
Level 1: Power Bolt -- Empty(A), Empty(3), Empty(9), Empty(15), Empty(31), Empty(42)
Level 1: Power Thrust -- Acc-I:50(A), Acc-I:50(11)
Level 2: Power Blast -- Empty(A), Empty(3), Empty(9), Empty(17), Empty(31), Empty(42)
Level 4: Energy Torrent -- Empty(A), Empty(5), Empty(5), Empty(21), Empty(34), Empty(43)
Level 6: Power Burst -- Empty(A), Empty(7), Empty(7), Empty(21), Empty(34), Empty(43)
Level 8: Hover -- LkGmblr-Rchg+:50(A)
Level 10: Build Up -- RechRdx-I:50(A), RechRdx-I:50(11), RechRdx-I:50(23)
Level 12: Aim -- RechRdx-I:50(A), RechRdx-I:50(13), RechRdx-I:50(23)
Level 14: Energy Punch -- Empty(A), Empty(15), Empty(25), Empty(37)
Level 16: Bone Smasher -- Empty(A), Empty(17), Empty(25), Empty(37)
Level 18: Power Push -- Acc-I:50(A), Acc-I:50(19)
Level 20: Fly -- Flight-I:50(A)
Level 22: Conserve Power -- RechRdx-I:50(A), RechRdx-I:50(37), RechRdx-I:50(39)
Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 26: Explosive Blast -- Empty(A), Empty(27), Empty(27), Empty(29), Empty(34), Empty(43)
Level 28: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(29)
Level 30: Assault -- EndRdx-I:50(A), EndRdx-I:50(31)
Level 32: Nova -- Empty(A), Empty(33), Empty(33), Empty(33), Empty(40)
Level 35: Boost Range -- RechRdx-I:50(A), EndRdx-I:50(36)
Level 38: Total Focus -- Empty(A), Empty(39), Empty(39), Empty(40), Empty(40)
Level 41: Tactics -- EndRdx-I:50(A), EndRdx-I:50(42)
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A), Empty(36)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A), Empty(13), Empty(19), Empty(36)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run

Boost Range and Power Boost have a base Recharge of 60 seconds so I only used 2 Recharge in them. You may find you can get by with 1 each.

I don't subscribe to Conserve Power but I threw it in as an option. Personally any power with a 90-second uptime and a base Recharge of 10 minutes doesn't seem worth the space for me.

I tried to get all of the useful melee attacks and Energy has a lot of them. If you slot with Inventions you'll want to try and get 4-5 slots in each for maximum effectiveness from set bonuses. I skipped Stin because I'd rather do damage than stun someone and with all the attacks you'll have something better should be ready to fire.

Power Thrust and Power Push both serve to keep foes off their feet and out of your face. They need to hit every time if possible hence the double Acc in them but they don't rate more than that IMHO.

I use Hover to avoid being knocked back myself but you may opt for one of the many procs out there for the same thing.

I included Assault and Tactics since you did but one you start adding in Acc bonuses from invention sets Tactics may be less useful. I'd keep Assault because over time the 10% damage bonus will add up to foes toppling just a bit faster.

I left out the Sniper Blast because I seldom find a cause to use it. Some sets can extend the range of a power and with Boost Range up every 30 seconds you have LOTS of sniper attacks really.

Good luck and happy blasting!


"Comics, you're not a Mastermind...you're an Overlord!"

 

Posted

Quote:
Originally Posted by Fireheart View Post
I've checked into the APPs and... none of them make much sense to me - why do I need More Attacks?
Here's something fun you can do with the Force APP: Repulsion Bomb. It looks so simple, another AoE attack. But it's true sinister power is just below the surface.

Try this:

1) Aim or Buildup, take your pick.
2) Repulsion Bomb. This causes standard AoE damage and knocks everything down. Regular knockdown. Now the group is helplessly at your (lack of) mercy for the next few seconds.
3) Energy Torrent.
4) Follow up IMMEDIATELY with Explosive Blast. Note that it takes a half second or so before the damage and knockback from Energy Torrent kicks in, so as long as you trigger Explosive Blast right away it will still tag everything regardless of whether Energy Torrent causes knockback or not.

Congratulations, you just defeated every minion and crippled every lieutenant, without them having any chance to even lift a finger in retaliation.


The Bacon Compels You.

 

Posted

Repulsion Bomb is knock Down?? I thought it was standard AoE KB?

Just checked Wiki and, sure enough, it's explicitly listed as KD. Interesting!

Be Well!
Fireheart


 

Posted

In terms of strictly playstyle, are you more of a close range player, a long range player or a kite (meaning you tend to bounce between both.) Personally, I am a Kite. I use Knockback to eliminate the alpha strike, then jump in for melee damage while they're flopping around.

From my experience I've found that a Nrg/nrg/Soul blaster is extremely affective for this type of strategy.

Most of your powers have a chance to stun, and with power boost, it greatly increases that chance. Combined with oppressive gloom in soul mastery you will stun any minions + lts. without ever targeting them, and you can stun bosses (and EBS, if you have Spiritual alpha slotted) with your single target attacks....that's WITHOUT including the power "stun" itself.

I've worked out a decent build that's 45% to s/l resistances with only two toggles, and has weave for some extra defense. I specifically worked towards range defense in my set bonuses..right now it's around 40%.

This holds things together very well for me in combat. The energy sets in general have a lot of single target attacks, so when enemies are stunned in close range...I don't need to defend against them. With this I can ST mop-up any stunned targets (1-2 shots) and the people who wander out of my ultimate stun radius, are hitting me with ranged attacks...which i built to defend against.

(I also took aid self, and 6 slotted it to bring back 50% HP)

The only problem is being stunned/held...which toggles off my Oppressive gloom, so i just pop a break-free before combat to hold myself together.

With this strategy, I often pop power boost, fling off a well placed energy torrent, sending a mob into a wall or obstacle where they can pile together. Then I jump in with OP to stunn them before they get up, and ST mop-up begins.

Then Rinse + Repeat.


 

Posted

There is no softcap for resistance, it doesn't work that way. >.>


 

Posted

He might mean S/L Defense...

My usual playstyle is to keep the bad-guys down-range, so I can blow them up better. I have +Range slotted into Torrent and Burst, so I can reach farther with them. I generally try to set up a 'field of destruction' in front of me and try to prevent enemies from crossing it. When they do, I Bone Smasher + Power Thrust them back into the field. Against larger groups, I pull from the fringes with Snipe, or with my Blackwand (No Knock = less likely to alert other mobs).

Be Well!
Fireheart


 

Posted

Quote:
Originally Posted by Fireheart View Post
He might mean S/L Defense...

No, he mentioned focusing on ranged defense, so I think that he really thinks that there is a softcap for resistance. >.>


 

Posted

Quote:
Originally Posted by TwoHeadedBoy View Post
No, he mentioned focusing on ranged defense, so I think that he really thinks that there is a softcap for resistance. >.>
Okay okay, you got me. I slipped :P

By softcap I mean 45ish% resistance, I know there isn't a softcap for that...i just don't think before i type
When i think 45% softcap is the first word that comes to mind...so i type it :P haha

EDIT: Fix'd by the way.


 

Posted

Energy Blast is so underrated, what a fun set.


PRTECTR4EVR

 

Posted

Quote:
Originally Posted by Knowmad View Post
Energy Blast is so underrated, what a fun set.
I have to agree and I love the knock back/ knock down if I am on a team I try to hover blast but if we are in a cave mish I apologize in advance and tell them anything I knock away I'll finish off if possible.