Softcap range def or s/l def ideal for a blaster?
If you plan on staying at range than go with range. If your going to be in the middle of a mob (which is how fire likes to play) than go S/L. My ice blaster does great with Range soft capped but every other build I've thrown together on Mids seems to want S/L due to PBAoE.
With Dark as your secondary you're going to want to go with S/L. You're going to HAVE to enter melee range to get the most out of Soul Drain, and S/L defense will help you with that.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
I struggle with Blasters, but I have learned why. My expectations did not match the actual archtype. Blasters are written from the ground up as Blappers. Almost all the powersets have close range powers, sometimes signature/key/best power in the set. So, if you take Mental secondary, you want Drain Psyche, which means you will be looking at close contact to a LOT of mobs to saturate it. And dozens of other examples. But basically unless you consciously set up your entire build/strategy for ranged combat of 50+ then start buying S/L Defense. If you are looking for Ranged there are some decent options, but you wall yourself off from about 80% of modern blaster strategy.
Both of the guys above CE and RM me pretty much covered the defense issues. I don't think you can get S/L without Scorpion Shield on Fire/Dark. Or you might be able to get high enough that you could use 1 purple inspiration to cap out both S/L and Range. But you would probably still need Scorpion Shield. Unless you have the funds to purchase a bunch of purple IOs like Gladiators +3 Defense. That if anything might make a difference.
I have a DP Dark I am working on after posting up some ideas in another thread in here. I know its S/L capped but don't recall the range atm. DP is pretty much like fire IO set wise with a mix of AOE and range attacks. So you could pull up that build just to test the waters to see.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
sm/leth!
keep in mind s/l def can work on ranged attacks.
Ranged and energy attacks are about a Luck away from soft cap in this build.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Darkness Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Acc/Dmg/Rchg(36)
Level 1: Penumbral Grasp -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(7), Thundr-Dmg/Rchg(9)
Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(34), Thundr-Dmg/Rchg(40), Thundr-Acc/Dmg/Rchg(43)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(15), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(17)
Level 6: Rain of Fire -- Posi-Dmg/EndRdx(A), Posi-Acc/Dmg/EndRdx(17), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Dam%(29)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(36)
Level 10: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 12: Aim -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(13)
Level 14: Acrobatics -- EndRdx-I(A)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 18: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(19), Oblit-Acc/Rchg(19), Oblit-%Dam(21), Oblit-Dmg/Rchg(21), Oblit-Acc/Dmg/Rchg(25)
Level 20: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(46)
Level 22: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23)
Level 24: Tactics -- Rec'dRet-ToHit(A), Rec'dRet-ToHit/Rchg(25), EndRdx-I(40)
Level 26: Vengeance -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(27)
Level 28: Dark Consumption -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(37), Erad-Acc/Dmg/Rchg(37)
Level 30: Super Speed -- Zephyr-Travel/EndRdx(A), Zephyr-ResKB(46)
Level 32: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33)
Level 35: Dark Pit -- Stpfy-Acc/EndRdx(A)
Level 38: Flash Freeze -- LgcRps-Acc/Rchg(A), LgcRps-Acc/EndRdx(43), LgcRps-Acc/Sleep/Rchg(50), LgcRps-EndRdx/Sleep(50)
Level 41: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), S'fstPrt-ResDam/Def+(42)
Level 44: Hoarfrost -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(45), Numna-Heal/Rchg(45), Numna-Heal/EndRdx/Rchg(45), Numna-Heal(46), Numna-Regen/Rcvry+(50)
Level 47: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(48), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 49: Hibernate -- RechRdx-I(A)
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Acc(3), P'Shift-EndMod/Rchg(3)
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Knock%(11)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1448;658;1316;HEX;| |78DA65944B6F12611486BF81A1140A16E4DE9656A84001B934BA577B3331C5D052D| |D3693326947098C03C476D9BFA0891BADB71FE0C6EB4A8D3F435DB8F6BEF7329EE1| |BCB4C699647898F39DF77CE7BCF04D6D77C9F7F8C2FE5921F9175B4AB7BBB9409F3| |DD5705F527A7D436909EB72D39DC0C2E6BAD2DE569BE515CD503939335C69F475BD| |63F4CA4B8A71ADAD52AD9AD2D6F47E4BE9699DB6F0D53B9D5679555574ADBDED1D3| |C3474556D8E0FE34DD5E8EE68BA7FF05C539BDA96D65683CBBAB6555EECB49A54CD| |DA652F4ECD64E83E278697E912078479594CDF63A6EE830F99B38FC007CCEB61BB5| |646AE8C9C11D41A81761435CF132468A5FFF69D468D143439680AA8B94070B25676| |3EE198EF29F3D833F00533F092B9487041E3426E003913D04C3D07A189D22FE61E3| |4694AEE88C4B38799315AF3703DC9F3CEC17DBE672E53740C6B63772816A2FEEE32| |E3A4F3F39AF0A7789F34C5C6913F5EE45816EC93C7C18153A62BF893EB1F37C15FC| |CB0E586C5DFFC1CFFC35C2155081E87E0F149789C85B759785D80C725781CA49E22| |3CBB2382D9A3983D1A60862827C6F51D31CC19C79C39CC16A69C04664B606DE2807| |983669B847EF213C592D4DF67F00B7396F449E893F0B7F48169907E86D79C337542| |5A1627D6C075B0C1DCA5DC347C4FEF73FF3B4E3E03963EF38A638537CCF9B7E06BA| |646B973EC87730E7EE4E1471E7EE463D2A0E78F3E218A9CEB2AAEF1DAA975B0016E| |304B97B1CF15E61EF559464F65CC54C14C15CC54C14C57A9A72A66AAE2FFF2D54BE| |78AF716924997F8FE6FE4227DC9C9E29B2DEBC751C421DD647F1DB7C15BCC29F9F0| |BC3B057A1B456F5EF4E6DD60A6E4E10137CDC291CE7AA4DDAAB6C8BC2D72DA16396| |38BACDA2275F9F0BD82C93C81C3B785F917BE72E671| |-------------------------------------------------------------------|
perma jump is ---> /up 1
Softcap to range takes a lot of effort. It can be very worthwhile if you are a hover blaster because many mezzes are ranged as well, but it tends to dominate your whole build.
Scorp shield + some kinetic combats and weave (or whatever) is nice because it doesn't dominate your whole build and you can still get some nice +recharge if you are looking for it.
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
Scorp Shield is better than Frozen Armor, but S/L Softcap with Frozen Armor does not require a side switch for your hero types.
I had a build saved that softcapped S/L/E AND ranged. It was pretty awesome, but pretty much every aspect of the build was chasing defense.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
This is a work off my DP Dark Build. Its S/L capped with high recharge. If you have the cash you can swap out 1 positron set for purple IO set to get higher recharge.
It maximizes AOE and Cone attacks.
The concept I have here is you spring attack in and drop a bunch of cones and AOEs. Or you spring attack into a group followed by soul drain and then use inferno. Mids is giving me 1500 points of damage with that combo.
Basically Soul Drain is the first attack to give you the DPS and hit boost followed up by your other attacks.
1 purple inspiration will cap out your melee as well.
You could take out one IO from Spring attack and place it in aim and 5 slot aim with adjusted target for more recharge.
I would keep the range IO in spring attack as I find it a bit short in range normally. I want to be out of aggro range when I want to use it. Otherwise it can get screwy with aggroing mobs and having some of them charging you when your using spring attack. I'm a bit torn between the force feedback +recharge and just a regular recharge IO in it to get up faster. I think the +recharge IO will be a bonus when it goes off though. Personally I would take the chance on the proc then the sure thing with spring attack.
You can start off at range as well with fire when Spring attack is recharging.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Natural Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Darkness Manipulation
Power Pool: Medicine
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/EndRdx/Rchg:40(5), Decim-Acc/Dmg/Rchg:40(5)
Level 1: Penumbral Grasp -- Enf'dOp-Acc/Rchg:20(A), Enf'dOp-EndRdx/Immob:20(7), Enf'dOp-Acc/EndRdx:20(7), Enf'dOp-Immob/Rng:20(23), Enf'dOp-Acc/Immob/Rchg:20(27), Enf'dOp-Acc/Immob:50(42)
Level 2: Fire Ball -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(9), Posi-Dmg/Rchg:50(9), Posi-Dmg/Rng:50(34), Posi-Acc/Dmg/EndRdx:50(39)
Level 4: Aid Other -- Dct'dW-Heal/Rchg:50(A)
Level 6: Rain of Fire -- Empty(A)
Level 8: Death Shroud -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(21), Oblit-Dmg/Rchg:50(31), Oblit-Acc/Dmg/Rchg:50(11), Oblit-Acc/Dmg/EndRdx/Rchg:50(11), Oblit-%Dam:50(21)
Level 10: Shadow Maul -- SipInsght-ToHitDeb:50(A), SipInsght-Acc/ToHitDeb:50(40), SipInsght-Acc/Rchg:50(40), SipInsght-ToHitDeb/EndRdx/Rchg:50(37), SipInsght-Acc/EndRdx/Rchg:50(46)
Level 12: Fire Breath -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(13), Posi-Dmg/Rchg:50(13), Posi-Dmg/Rng:50(15), Posi-Acc/Dmg/EndRdx:50(15)
Level 14: Aim -- Empty(A), Empty(46), Empty(46), Empty(40)
Level 16: Soul Drain -- Oblit-Dmg:30(A), Oblit-Acc/Rchg:30(17), Oblit-Dmg/Rchg:30(17), Oblit-Acc/Dmg/Rchg:30(19), Oblit-Acc/Dmg/EndRdx/Rchg:30(19), Oblit-%Dam:50(50)
Level 18: Aid Self -- Numna-Heal/Rchg:50(A), Numna-Heal/EndRdx/Rchg:50(39), Numna-Heal:50(39)
Level 20: Kick -- Acc-I:50(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+:30(A), S'fstPrt-ResDam/EndRdx:30(23)
Level 24: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(25), LkGmblr-Def/EndRdx:50(25)
Level 26: Combat Jumping -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(31), LkGmblr-Def/EndRdx:50(31)
Level 28: Dark Consumption -- Efficacy-EndMod/Acc/Rchg:50(A), Efficacy-EndMod/Acc:50(29), Efficacy-Acc/Rchg:50(29)
Level 30: Super Jump -- Winter-ResSlow:50(A)
Level 32: Inferno -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(33), Oblit-Dmg/Rchg:50(33), Oblit-Acc/Dmg/Rchg:50(33), Oblit-Acc/Dmg/EndRdx/Rchg:50(34), Oblit-%Dam:50(34)
Level 35: Dark Pit -- RzDz-Acc/Rchg:30(A), RzDz-EndRdx/Stun:30(36), RzDz-Acc/EndRdx:30(36), RzDz-Stun/Rng:30(36), RzDz-Acc/Stun/Rchg:30(37)
Level 38: Midnight Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(43), KntkC'bat-Dmg/Rchg:35(43), KntkC'bat-Dmg/EndRdx/Rchg:35(43)
Level 41: Scorpion Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), LkGmblr-Def/EndRdx:50(42)
Level 44: Spring Attack -- Range-I:50(A), Erad-%Dam:20(45), FrcFbk-Rechg%:50(45)
Level 47: Summon Spiderlings -- C'Arms-Acc/Rchg:30(A), C'Arms-Acc/Dmg:30(48), C'Arms-Acc/Dmg/Rchg:30(48), C'Arms-EndRdx/Dmg/Rchg:30(48), RechRdx-I:50(50)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 50: Musculature Core Paragon
------------
Level 2: Swift -- Run-I:50(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Numna-Heal:50(45)
Level 2: Hurdle -- Jump-I:50(A)
Level 2: Stamina -- P'Shift-EndMod:50(A), P'Shift-End%:50(27), P'Shift-EndMod/Rchg:50(37)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1475;685;1370;HEX;| |78DA65945B53525114C7F73E1C426E8A81201028A4725149A6DE9B14AD99A431A95| |E9D337AC6CEC400C121F5B1875ECBB4C62EDFA1976E0F7D969AFA0059EF5E4E8BB3| |FEA0137B38FBC75E6BED75D665EF53DE2EF93EDC7C7A5D48FF42556BB5D6E66936F| |5A6EB8E66B69B5A5574868B9E28146BAB5A6D53DF282C194D9D8D27BB9A4ABBD1A8| |37CD42496B3EAAE9E4ABACD58C46BBAA9946BD26FC2BF57AB550D6378C75A3A6F36| |AC9D87C681AB54D9FBD5AD6B5062D3CF6A2D2D0F58DE862C3582F74FD97B5759DA6| |CEFF9D510A2947CF0DD11D962A0E081955286FC0B74CF51DF89EF938D4DBE314BB5| |288A02A2EBC04F798E17D66EC1533F79A5854C53CED92789FFC286CD9C027F03333| |F58539F59599A0FA39788F7094D9CF02AD9C92654E8B866851542E96385D478A6D1| |53A66264F989E53D082BEE39768D25E37A272BB58961900DDCC090F73D6CB2C91B5| |177BBCC8C4874C7CC86410990C229345829FF738FC76D4B3E7E68C3DB7299621FBC| |858CEA14E1E0955048EC113E6C553D0621691C7186D1B66FFCA70852B35750FBCCF| |54C826886A06631C978364235C3B391291B6CF7098A9922EC23A2532C23E4643608| |019269B286CA2B049C226099B2DCA2B2E54DB26FE9CEB7F69177CC18C909F04624B| |C439A75BB41AC3691B435FC7D1D771F4751C7D4DA1AF29D4639BDE99468FD22DCEE| |7B209B6C127CC892DE60EED99448F2657086955E4EF82AB6085791410228BBCB3C8| |3B87BC73C85B868598464FA6F35CEF9943C5BE1533CF38DE6FD4B402E22C7CE79E5| |EF901FE047FA1D7D3EC234DB59A43CFE620EBEA7E7BE896E176C85996FD399349F9| |80639BC199383C6F9F65FBBF673245EE719CB103E6C43EFAA6F6BE04F4EB9CDE94D| |ABDE09695EFD3CEF5498A7D92AB7D926B7D92E5F31207C7B2A2F6BE2C42DA56EE40| |EFBBF1FFB84D37A008D53FC18F003A| |-------------------------------------------------------------------|
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
Alright so s/l def it is then.
Thanks everyone for all the helpful advice, and the builds look good too. I'll definitely be working some of the things I've seen in them into my build (which I'll post once it's done).
Also my blaster was made on villain side so no switching required for me to be able to have access to scorpion shield =D ...Just the patron arc needing to be done.
When I first started IOing I went S/L and quickly found out that mezzes will get me 90% of the time, and when the S/L defense shield drops it's over. Defiance does squat when a full pack of angry mobs is aggroed on you and you are unable to move.
I prefer softcapping ranged because it does a better job of keeping mezzes away and it works against all damage types as long as you keep your distance. Plus you derive a greater percentage of that defense from set bonuses so even if you get mezzed, and when the shields drop you still retain a significant amount of ranged defense.
The downside to going this route is that you will sacrifice quite a bit of recharge to attain that goal and you will have to take a lot of melee attacks in your secondary for the set bonuses even if you prefer the pure ranged style. I am a blaster at heart so I have no problems with the latter, all my blasters take melee/pbaoes from their secondaries. Getting in a mob's face is not an issue, hop in, fire the power while hopping out ensures minimal exposure to melee.
When I first started IOing I went S/L and quickly found out that mezzes will get me 90% of the time, and when the S/L defense shield drops it's over. Defiance does squat when a full pack of angry mobs is aggroed on you and you are unable to move.
I prefer softcapping ranged because it does a better job of keeping mezzes away and it works against all damage types as long as you keep your distance. Plus you derive a greater percentage of that defense from set bonuses so even if you get mezzed, and when the shields drop you still retain a significant amount of ranged defense. The downside to going this route is that you will sacrifice quite a bit of recharge to attain that goal and you will have to take a lot of melee attacks in your secondary for the set bonuses even if you prefer the pure ranged style. I am a blaster at heart so I have no problems with the latter, all my blasters take melee/pbaoes from their secondaries. Getting in a mob's face is not an issue, hop in, fire the power while hopping out ensures minimal exposure to melee. |
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
After reading the lasts two post I was wondering if going the Range route wasn't a bad idea after all. I mean if you get Spring Attack, you can use that which knocks anything under a boss to the ground giving you time to hit Soul Drain then get out of melee and back into range to fire off your attacks. Would this work as well as I think, or not?
Edit: Before hitting Spring Attack you could throw a Dark Pit on the mob which would up your chances of survival a little bit while in melee don't you think?
Spring attack and dark pit are both nice tools for you to mitigate the return alpha, but unnecessary. At the very least get stealth + stealth proc, or SS + stealth proc so you can approach the enemy undetected. Then it's just a matter of jousting your PBAOEs.
Practice this on lowbie mobs that can't hurt you, in perez for example. Stand in the middle of the mob, then take a hop back (combat jumping really helps here, SS adds to the momentum), immediately as or after you take that hop, fire off soul drain (keep holding the back and jump button/keys). By the time the animation finishes you will already be 20-30 ft away from the mob ready to let loose your aoes. Once you get comfortable with that try superspeeding or hopping into the mob and then the above to practice your approach. You should never be in melee range for more than a fraction of a second this way, even if inferno or soul drain takes 3 seconds to animate. The same principle applies to melee attacks like smite or shadow maul or MG.
You can also alter your jump direction mid air FYI (CJ is required here). One thing I do with my melee types is hop out of a pack of mobs just far enough to use energy torrent, and at that point change directions back into the mob as I fire off energy torrent.
If you can master all the above you will have no need for dark pit or spring attack with a ranged def build, and I can promise that you will see the game in a new light.
Spring attack and dark pit are both nice tools for you to mitigate the return alpha, but unnecessary. At the very least get stealth + stealth proc, or SS + stealth proc so you can approach the enemy undetected. Then it's just a matter of jousting your PBAOEs.
Practice this on lowbie mobs that can't hurt you, in perez for example. Stand in the middle of the mob, then take a hop back (combat jumping really helps here, SS adds to the momentum), immediately as or after you take that hop, fire off soul drain (keep holding the back and jump button/keys). By the time the animation finishes you will already be 20-30 ft away from the mob ready to let loose your aoes. Once you get comfortable with that try superspeeding or hopping into the mob and then the above to practice your approach. You should never be in melee range for more than a fraction of a second this way, even if inferno or soul drain takes 3 seconds to animate. The same principle applies to melee attacks like smite or shadow maul or MG. You can also alter your jump direction mid air FYI (CJ is required here). One thing I do with my melee types is hop out of a pack of mobs just far enough to use energy torrent, and at that point change directions back into the mob as I fire off energy torrent. If you can master all the above you will have no need for dark pit or spring attack with a ranged def build, and I can promise that you will see the game in a new light. |
I am working my way back to hero side after just finishing unlocking Scorpion Shield.
I want to further say that Death Shroud is doing 20 points of damage to even con mobs and soul drain is kicking that damage way up into the 30s and 40s. Soul Drain is the power you really want to make sure is gonna hit every mob possible. It crushes me when I fire it off in a group of 10 mobs and only hit 5 or 6. I also wish that Soul Drain lasted a bit longer then it did.
The nice thing about Death Shroud is it allows me to ignore almost dead mobs in melee range as I know the tick will eventually kill them off.
But without a doubt my DP dark build is something that cannot survive well on SOs. I just die waayyy tooo muucch right now. I can't wait to slot IOs into the build.
I just don't understand why they made dark so melee regardless of how much dps it might do.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
I have builds that cover S/L and Ranged softcapped defense. For a blaster, I strongly suggest Ranged over S/L if for no other reason that it really seems to help with ranged Mezzers and other beasties that apply status effects. Those are my killers far more than moving into melee range to drop the hurt with either a melee attack or one of my other powers.
I'd also add that for iTrials (and I've not taken many blasters into iTrial territory other than for grins....they just aren't worth the investment to me past lvl 50) Ranged Defense seems to be far more effective than S/L. Well, Ranged and Energy defense.
In general it depends on one of two things.
How much S/L defense can you get in?
Are you going to blap or stay pure ranged?
Other considerations...
If your going to use Devices then you have no melee attacks in your secondary, meaning ranged defense is your best bet.
If you're only going to stay at range then that's probably your best best.
If you are going to get Scorpion Shield/Frozen Armor you can crank your S/L defense up even more, provided your not going to use another epic.
If you plan on using your melee attacks then you should get S/L.
I disagree with the whole "if you got pbaoe attacks/melee attacks go with s/l defense" statement that I constantly see on the blaster boards. I believe the biggest bane to blasters is mezzes, and quite a few mezzes ignore s/l defense. If you stand in the middle of a mob and get mezzed, the main source of your s/l defense gets suppressed and it's game over.
Council/rikti/carnies/malta and a lot of other high level faction have mobs with ranged mezzes that don't have an S/L component and I found myself stopped cold exactly where I DON'T want to be when I was running my S/L softcapped build back when I first started IOing my blaster. It's even more glorious when you are up against a faction with a lot of AoE attacks and you are standing right next to the tank/scrapper/whatever everything is shooting at when you do get mezzed. It goes something like this: "let me hit build up and jump in, crap i'm held, bam bam bam aww I am dead, hey at least i got 2 shots off from defiance before I died, never mind I didn't kill anything..."
I am not advocating building pure ranged blasters by any means. Learn how to be mobile and lessen your exposure time in melee range. Mob AI is dumb and it takes a second for them to switch from ranged to melee mode, and you never have to be in melee for THAT long to get even those long animating attacks off if you learn how to move. My fire/elec dances all over the place jousting melee attacks, powersink and inferno, same with my sonic/mm with DP and PSW. I'm also not saying that you will avoid all mezzes with ranged def but based on my personal experience and playstyle Ranged def > S/L all the way.
If it helps the blaster I have is a Fire/Dark, and I'm not much of a Blapper not because I don't like it, because I have a nag for ending up in the center of the fight. I'm just not very good at it.
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Aside from that, for a fly-by strategy I'd go with ranged defense, simply because in close range dark pit and oppressive gloom will have powerful stuns. No need to worry about close range damage at that point.
Also, On my previous build I was able to softcap ranged defense, and get around 25% S/L for some extra protection, if that's more down your alley.
I disagree with the whole "if you got pbaoe attacks/melee attacks go with s/l defense" statement that I constantly see on the blaster boards. I believe the biggest bane to blasters is mezzes, and quite a few mezzes ignore s/l defense. If you stand in the middle of a mob and get mezzed, the main source of your s/l defense gets suppressed and it's game over.
Council/rikti/carnies/malta and a lot of other high level faction have mobs with ranged mezzes that don't have an S/L component and I found myself stopped cold exactly where I DON'T want to be when I was running my S/L softcapped build back when I first started IOing my blaster. It's even more glorious when you are up against a faction with a lot of AoE attacks and you are standing right next to the tank/scrapper/whatever everything is shooting at when you do get mezzed. It goes something like this: "let me hit build up and jump in, crap i'm held, bam bam bam aww I am dead, hey at least i got 2 shots off from defiance before I died, never mind I didn't kill anything..." I am not advocating building pure ranged blasters by any means. Learn how to be mobile and lessen your exposure time in melee range. Mob AI is dumb and it takes a second for them to switch from ranged to melee mode, and you never have to be in melee for THAT long to get even those long animating attacks off if you learn how to move. My fire/elec dances all over the place jousting melee attacks, powersink and inferno, same with my sonic/mm with DP and PSW. I'm also not saying that you will avoid all mezzes with ranged def but based on my personal experience and playstyle Ranged def > S/L all the way. |
Further Range defense I think is also hindered if your not actually out of melee range. Being mezzed in the middle of a group and being mezzed 20 feet away from a group while jousting in the end does not make much of a difference except for how long it will take before the mobs run to you to finish you off. I found the only safe way was of course Hover or Jet Pack to limit the number of mobs attacking me. That has been the only way solo I have been able to successfully survive on 4/8 settings.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
If I had to choose between 32.5% ranged def vs 45% s/l I'd still go ranged. Mezzing will happen regardless whether I softcap ranged or not but having ranged def reduces the chances of that happening far more than softcapping s/l ever will.
As for the comment about getting mezzed 20ft away, I find that if I get mezzed point blank everyone takes swipes at me because they are close and the melee AI kicks in, not to mention splash damage from PbAoEs like DE greater devoured footstomps. However, if I get mezzed at range only a few out of that group would actually run towards me and engage in melee. I'd rather have the latter, it gives me time to actually use defiance to immob the dangerous ones approaching me and kill the weak ones. Meanwhile since most of my ranged defense come from set bonuses a significant portion of it is still working against those taking shots at me from afar.
Also, if I'm in trouble, I can simply hop away and let my ranged defense work for me while I pop inspies, you can't reliably pull that off with S/L def.
Soloing +4/+8 is extreme and takes a completely different playstyle and strategy, sometimes even build. I don't really use that as a benchmark for the benefits of ranged defense for general performance. I do, however, solo my fire/elec on +8, just not +4/+8.
By the way plainguy I think you mentioned you play a DP/Dark blaster, here's a build with softcapped range defense I whipped up.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Darkness Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Hero Profile:
Level 1: Pistols -- Thundr-Acc/Dmg:31(A), Thundr-Dmg/EndRdx:31(3), Thundr-Dmg/Rchg:31(3), Thundr-Acc/Dmg/Rchg:31(5), Thundr-Acc/Dmg/EndRdx:31(5), Thundr-Dmg/EndRdx/Rchg:31(7)
Level 1: Penumbral Grasp -- Cloud-ToHitDeb:30(A), Cloud-Acc/ToHitDeb:30(7), Cloud-Acc/Rchg:30(13), Cloud-ToHitDeb/EndRdx/Rchg:30(13), Cloud-Acc/EndRdx/Rchg:30(15), Cloud-%Dam:30(15)
Level 2: Dual Wield -- Thundr-Acc/Dmg:31(A), Thundr-Dmg/EndRdx:31(17), Thundr-Dmg/Rchg:31(17), Thundr-Acc/Dmg/Rchg:31(19), Thundr-Acc/Dmg/EndRdx:31(19), Thundr-Dmg/EndRdx/Rchg:31(21)
Level 4: Smite -- Mako-Acc/Dmg:31(A), Mako-Dmg/EndRdx:31(21), Mako-Dmg/Rchg:31(23), Mako-Acc/EndRdx/Rchg:31(23), Mako-Acc/Dmg/EndRdx/Rchg:31(31), Mako-Dam%:31(33)
Level 6: Swap Ammo
Level 8: Bullet Rain -- Posi-Acc/Dmg:31(A), Posi-Dmg/EndRdx:31(9), Posi-Dmg/Rchg:31(9), Posi-Dmg/Rng:31(11), Posi-Acc/Dmg/EndRdx:31(11)
Level 10: Combat Jumping -- LkGmblr-Rchg+:31(A)
Level 12: Suppressive Fire -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(40), BasGaze-EndRdx/Rchg/Hold:30(43), BasGaze-Acc/EndRdx/Rchg/Hold:30(45)
Level 14: Super Speed -- Zephyr-Travel/EndRdx:31(A), Zephyr-ResKB:31(48)
Level 16: Soul Drain -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(36), Erad-Acc/Dmg/EndRdx/Rchg:30(36), C'ngBlow-Acc/Rchg:31(36)
Level 18: Executioner's Shot -- Thundr-Acc/Dmg:31(A), Thundr-Dmg/EndRdx:31(33), Thundr-Dmg/Rchg:31(33), Thundr-Acc/Dmg/Rchg:31(34), Thundr-Acc/Dmg/EndRdx:31(34), Thundr-Dmg/EndRdx/Rchg:31(34)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- HO:Ribo(A), HO:Ribo(48)
Level 24: Weave -- LkGmblr-Rchg+:31(A), LkGmblr-Def/EndRdx:31(25), HO:Cyto(25)
Level 26: Piercing Rounds -- Posi-Acc/Dmg:31(A), Posi-Dmg/EndRdx:31(27), Posi-Dmg/Rchg:31(27), Posi-Dmg/Rng:31(29), Posi-Acc/Dmg/EndRdx:31(29)
Level 28: Dark Consumption -- Erad-Acc/Rchg:30(A), Erad-Acc/Dmg/Rchg:30(37), Erad-Acc/Dmg/EndRdx/Rchg:30(37), C'ngBlow-Acc/Rchg:31(37)
Level 30: Maneuvers -- LkGmblr-Rchg+:31(A), LkGmblr-Def/EndRdx:31(31), HO:Cyto(31)
Level 32: Hail of Bullets -- Oblit-Dmg:31(A), Oblit-Acc/Rchg:31(45), Oblit-Dmg/Rchg:31(45), Oblit-Acc/Dmg/Rchg:31(46), Oblit-Acc/Dmg/EndRdx/Rchg:31(46)
Level 35: School of Sharks -- Empty(A)
Level 38: Midnight Grasp -- Mako-Acc/Dmg:31(A), Mako-Dmg/EndRdx:31(39), Mako-Dmg/Rchg:31(39), Mako-Acc/EndRdx/Rchg:31(39), Mako-Acc/Dmg/EndRdx/Rchg:31(40), Mako-Dam%:31(40)
Level 41: Knockout Blow -- Mako-Acc/Dmg:31(A), Mako-Dmg/EndRdx:31(42), Mako-Dmg/Rchg:31(42), Mako-Acc/EndRdx/Rchg:31(42), Mako-Acc/Dmg/EndRdx/Rchg:31(43), Mako-Dam%:31(43)
Level 44: Shark Skin -- S'fstPrt-ResDam/Def+:30(A), HO:Ribo(50), HO:Ribo(50)
Level 47: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 49: Burnout -- RechRdx-I:50(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Agility Core Paragon
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:31(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(46), P'Shift-End%:31(48)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 6: Chemical Ammunition
Level 6: Cryo Ammunition
Level 6: Incendiary Ammunition
So I haven't played many Blasters, and I've finally gotten one to 50 that I like, and now it's time to start thinking about getting IO's slotted into him. So the question is which is more ideal to shoot for? Ranged defense or S/L defense? If it helps the blaster I have is a Fire/Dark, and I'm not much of a Blapper not because I don't like it, because I have a nag for ending up in the center of the fight. I'm just not very good at it. So I'll be staying at range mostly with an occasional fly by in the center though with a possible Dark Pit/Oppressive Gloom combo I may end up in there a bit more often than I'd like to admit. That's if I go Soul Mastery, but it depends on what I go for as far as Def. So what do you think?