E3 Blaster - what Alpha? Agility?


cerulean_caver

 

Posted

I'm thinking of choosing Agility for my Alpha. Does the Endurance Mod. affect just me, or my ability to sap mobs? (or both)


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Posted

The endurance mod acts just like slotting an equivalent amount of endurance mod enhancement into any power which accepts that type of slotting. So it will enhance the recovery in stamina, the endurance return in power sink, the endurance drain in everything, etc. It's basically a free endmod enhancement in everything.


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Posted

Quote:
Originally Posted by Muon_Neutrino View Post
It's basically a free endmod enhancement in everything.
This. A BIG enhancement... That partially bypasses ED... It's just great. My sapping blapper control-freak has it and loves it.


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Posted

Also consider Musculature: its higher tiers also have EndMod, but it also has Damage, so your blaptroller will be able to kill more easily.
My E3 is only lvl38 now, but when he hits 50, he will definitely be going for Musculature


 

Posted

My blaster is slightly different - it's a NRG/NRG/Force (and is Incarnate now). The musculature boost has helped a great deal in getting me over that hump to two-shot enemies with my first 3 powers. The holy grail for me is to consistently one-shot even con minions. Right now with Power Blast I get about 75% down. Of course once you start applying the level shifts (and you realize that you get the same drops from a L51 as a L50) then there's no reason to fight even cons and you're frequently up against blues and greens. Then you wind up being able to energy torrent + explosive blast them into oblivion. And yaay "Area kills". That only took 50 levels.

Why force? I took it for the defenses. Temp Invulnerability is a great toggle power that I always keep on with Stealth. Force of Nature is my 'boss' power - for those big fights at the end.


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Posted

For My E3 Blaster, I went "old school" and put in a Spiritual.

While SC and PS are nicely slotted for drain, having SC up every 5 or 6 seconds,
makes the End Mod alpha unnecessary for me.

I'm not saying it's bad - not at all.

I find for my playstyle that having the attacks and holds up as much as they are,
I can easily kill 2 guys of a normal 3 mob spawn with Zapp (Zapp #1, TC #2, Zapp #3).

On teams, or with larger mob groups, the fast recharge makes it pretty easy
to lock down a boss indefinitely (while keeping him drained), and still have powers
available fast enough to deal with the rest of the (also usually drained) riff-raff.

If I need *more* drain, I just recast SC as part of my normal attack chain.


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Posted

I really considered (and initially planned on) getting Agility for the Electric-Knight, but I ended up going for Musculature and I have to say that the difference in damage was just the right amount that I may have been slightly missing before.
I don't know, I can still see clearly that the additional End Mod for each power could make a great difference... But the damage increase just made me feel like maybe I did the damage that people often say Electric Blast doesn't do naturally.
Plus, I already have Short Circuit and Power Sink fully slotted for Endurance Drain, so I don't have much issue draining with two clicks when I want to (and still do).

In the end... more damage won out for me.


I really should go and get an Agility to check out, since we can swap 'em out and all.


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Posted

Quote:
Originally Posted by Electric-Knight View Post
I really considered (and initially planned on) getting Agility for the Electric-Knight, but I ended up going for Musculature and I have to say that the difference in damage was just the right amount that I may have been slightly missing before.
I don't know, I can still see clearly that the additional End Mod for each power could make a great difference... But the damage increase just made me feel like maybe I did the damage that people often say Electric Blast doesn't do naturally.
Plus, I already have Short Circuit and Power Sink fully slotted for Endurance Drain, so I don't have much issue draining with two clicks when I want to (and still do).

In the end... more damage won out for me.


I really should go and get an Agility to check out, since we can swap 'em out and all.
Musculature Radial has 33% end mod. Best of both worlds?

edit to add: to the OP, if it seems like +rech will benefit you more than +dam, it seems like a good choice.


 

Posted

Quote:
Originally Posted by EJI View Post
Musculature Radial has 33% end mod. Best of both worlds?

edit to add: to the OP, if it seems like +rech will benefit you more than +dam, it seems like a good choice.
Oh yeah!
I was even more clever than I remembered, hehehe.
And yeah, I see someone else pointed that out earlier too.


@Zethustra
"Now at midnight all the agents and the superhuman crew come out
and round up everyone that knows more than they do"
-Dylan

 

Posted

I totally love the Musculature Radial Paragon T4 for my main. Increased damage, increased sapping ability, increased end recovery, all super good for an electrical blaster. The Core Paragon would squeeze out a bit more damage, but I like the extra run speed.

Damage and End Mod are two qualities that are helpful in 85-90% of builds (at least), so Musculature has become my default choice for a character when I can't decide on an Alpha ability.


 

Posted

Quote:
Originally Posted by Zeh_Masteh View Post
Also consider Musculature: its higher tiers also have EndMod, but it also has Damage, so your blaptroller will be able to kill more easily.
My E3 is only lvl38 now, but when he hits 50, he will definitely be going for Musculature
Works well on my E^3 as well. Helps him a bit with his recovery (he has a lot of toggles), and in recovering end when he uses those powers. The damage boost is a nice pairing for him. I have Musculature on my En/En Blaster as well... it's nice enough that part of me wishes my Archer and Dual Pistols Blasters had it, but the recharge and +heal (for Heal Self) from Spiritual is better for them.


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