Blapper?
Looking at energy, electric, and dark.
Shadow Maul is not that bad in context of thunder strike and total focus. They do more damage than shadow maul sure, but looking at the whole attack chain SM doesn't seem to slow dark down as much as the others. The to hit debuff seems short lived though and I wouldn't expect it to stack up too well.
Electric looks like it could straight drop thunder strike. Charged brawl, havoc punch, and shocking grasp are all over 100 on redtomax, all have fast animation times, and are all 15sec or faster base recharge. I'm not at home with mids so I'm not certain, but I suspect you could make those three gapless for a good fast attack chain including a hold with all three attacks having a chance to refund end. With the fast animation times it would be stacking up defiance pretty good, too. Electic seems to be a lot more smash than elemental damage, compared to the dark/energy though.
Energy's Total Focus says +21% defiance damage... o.o
It does not have a damage aura like elec/dark, but that might be a good thing for aggro reasons, and the +% would probably beat DoT aura damage for single target.
Comparing to scrapper/stalker is not easy... stalker's EM looks brutal with TF/ET/AS, but that's a 10sec attack chain even if you made it gapless. I could rotate /elctric blaps three times inside that chain. PvE damage scale, crits, AF... way too much going on to estimate. I actually have a 50 fire/electric. I might have to respec/build him and go get a pylon time to give this all context.
I am no pro or a person running numbers left and right, but I can tell you this much, my Fire/Dark Blaster that I made so that she could work both in melee and at range I LOVE!
Now I can't sit back and tell you stuff like what is stronger, who has or what is the best attack chain but I can tell you this much my Blaze and Mindnight Grasp can for the most part one shot a minion, and almost one shot a LT, if the proc goes off, and that is with out even counting Soul Drain. Bosses with a full Soul Drain going on? HAHA, 2 shot city.
I was worried first about having to be up in melee, but heck when i got near 30% L/S it really stop being much of a worry for me. What I like about my set up a lot is that I get to keep my damage and add more to it, while being able to play at both range if I need to and Melee if I want to!
As for a power like Shadow Maul I really have no problem with it. I have heard people say stuff like it has an odd cone that is hard to pull off but I don't see to have that problem, if anything it hits so hard for me that mid way in the animation whatever group ran up to me is dead and I am still swinging my arms in the air.
I think after I try out my new Dom I am working on, I am gonna try to level a /Fire or /Elec Blaster next.
Elec Melee is my personal vote, because it has nice crunchy attacks and the ease of use thanks to the various ways it can recover your endurance. If you want a primary specifically for Blapping, it helps to pick a primary without any cones, or with an extremely useful debuff. I would cast my vote for Radiation, which has a fast activating PbAoE that murders defenses, and you can either use to get more melee defense bonuses OR put an achiles proc into, both good things for a Blapper build. That and Rad/Elec actually kindof has a theme, which is a dealbreaker for some people who refuse to make toons without themes.
"Look, personally I just want a new issue to feature changes that don't cause a mass exodus of players..."
Issue 17: We Didn't Break Anything!
How to suck at CoX
Literally the Best Build Ever: Years in the Making
In todays game...
1) Can a blapper out dps (single target) a stalker/scrapper, or even get on par? 2) What SECONDARY set is the best for blapping? 3) What PRIMARY set could I use to mule the most defense sets? |
2) /Fire, solid mix of single target and AoE melee attacks. /Elec is the best for raw single target DPS with /Nrg just a smidge behind. /Dark is solid and for spawn to spawn killing, with good utilization of Soul Drain, is very potent. /Mental has solid tools for survival as well as the impressive -regen debuff in Drain Psyche for taking on big game.
3) I would strongly encourage you to take and use at least two attacks (preferably three) from whichever primary you choose. Fire is the obvious best, take Blaze and Ball and preferably Flares as well. With Aim that is only 4 primary powers and they can all be used well from melee range (Rain of Fire can be a nice addition as well if you end up with room). If you choose /Elec as your secondary, Elec as the primary has very strong synergy and I recommend taking and using Lightning Bolt, Ball Lightning, Short Circuit, and Aim. Sonic provides excellent control options, often allowing you to blap very safely, I'd take at least Scream, Siren's Song, Screech, and Amplify (and recommend Shockwave as well).
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Elec Melee is my personal vote, because it has nice crunchy attacks and the ease of use thanks to the various ways it can recover your endurance. If you want a primary specifically for Blapping, it helps to pick a primary without any cones, or with an extremely useful debuff. I would cast my vote for Radiation, which has a fast activating PbAoE that murders defenses, and you can either use to get more melee defense bonuses OR put an achiles proc into, both good things for a Blapper build. That and Rad/Elec actually kindof has a theme, which is a dealbreaker for some people who refuse to make toons without themes.
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Which leads me to a new point for attack chains: Cosmic burst looks to be a better attack than shocking grasp in electric melee, is a hard CC, and recharges faster so no reason to even look at that power anymore. However, the first two electric melee powers are nearly identical to the first two energy melee powers, but energy melee stuns like cosmic burst does. Because Cosmic Burst has medium length animation, I think I'll even try to make Total Focus, Cosmic Burst, and Bone Smasher gapless. If -IF- that timing is possible, Total Focus obviously outclasses Thunder Strike for that short chain. Plus Rad/NRG look way better together than Rad/Electric.
I think I have a winner with Rad/Energy, but I won't be playing the character much until Monday night most likely, so there's still time for someone to throw in some solid input.
Which leads me to a new point for attack chains: Cosmic burst looks to be a better attack than shocking grasp in electric melee, is a hard CC, and recharges faster so no reason to even look at that power anymore. However, the first two electric melee powers are nearly identical to the first two energy melee powers, but energy melee stuns like cosmic burst does. Because Cosmic Burst has medium length animation, I think I'll even try to make Total Focus, Cosmic Burst, and Bone Smasher gapless. If -IF- that timing is possible, Total Focus obviously outclasses Thunder Strike for that short chain. Plus Rad/NRG look way better together than Rad/Electric.
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I do want to point out that Shocking Grasp has a much higher DPA than Cosmic Burst and the other advantage to the short animation is that you can be doing something else faster.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
DPA is new to me. What exactly does that mean? - Wouldn't the actual DAMAGE be the damage per activation? As in, the amount of damage done when activating it? What is this 'other' damage per activation?
EDIT--
Okay so looking at it in game, it seems to be damage divided by activation time. I have no idea why you would do that or what meaning it would have. It's like a DPS number if the power had no recharge, but why would that ever be more relevant than the actual damage? The damage is what it does when it comes up in the chain, not the DPA.
EDIT 2--
Okay I get it... it's how much damage you get for that period of time IN the chain. A gapless chain is a string of animations. For that X seconds you get Y DPS. Gotcha. Higher DPA = more efficient attack chain.
I'm slow, but I get there.
Yeah after looking at melee defense sets I need something that will take multiple Accurate Defense Debuff sets.
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Build for range defense instead. Why? it helps you avoid mezzes. It's not 100% effective but it's 75% more effective than melee defense will ever offer you in that regard. Also, a lot of ranged attacks carry -def, and that melee defense will mean squat if you keep getting tagged by those attacks.
Edit: He he. While I typed all this you figured it out yourself. Oh well, I'll leave it.
DPA is new to me. What exactly does that mean? - Wouldn't the actual DAMAGE be the damage per activation? As in, the amount of damage done when activating it? What is this 'other' damage per activation?
|
For example, say you have two attacks, attack A deals 100 damage and animates in 1 second and attack B deals 150 damage and animates in 2 seconds. Attack A deals 100 damage per second and attack B deals 75 damage per second. If you have 3 other attacks that all deal more than 75 damage per second, but you need to add one more attack in order to be able to attack non-stop, you would choose attack A, even though it deals less damage per activation, because it delivers more damage per animation time.
In your specific case, Cosmic Burst (at base damage) deals 59.1 damage per animation, while Shocking Grasp deals 84.26 DPA, and Energy Punch deals a delicious 103.2 DPA. An attack like Total Focus seems to deal a lot of damage (and per click it does) but, because it takes so long to animate, its DPA is a modest 57.68.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Do not do this (build for melee defense and gimp your primary powers by slotting for melee defense bonuses).
Build for range defense instead. Why? it helps you avoid mezzes. It's not 100% effective but it's 75% more effective than melee defense will ever offer you in that regard. Also, a lot of ranged attacks carry -def, and that melee defense will mean squat if you keep getting tagged by those attacks. |
I realize now that the only things a blaster has access to that could improve the electric melee combo of Charged brawl, Havoc punch, and Shocking Grasp would be either Bitter Ice Blast or Blaze. Blaze being the better of the two.
Ironically, my existing /electric blaster mentioned earlier... is fire/electric... which is awesome anyway because my main blaster build would still work, and his story even works for a blapper.
He is ancient and dusty though. He still has fitness selected as a pool. So I think what I'm going to do is take my netbook with mids to work tomorrow and try to pull every last drop of defense I can out of a fire/elec/??? blaster during my lunch break and any down time. See if I like it on paper.
He is ancient and dusty though. He still has fitness selected as a pool. So I think what I'm going to do is take my netbook with mids to work tomorrow and try to pull every last drop of defense I can out of a fire/elec/??? blaster during my lunch break and any down time. See if I like it on paper.
|
Even on blasters that melee a lot, I'll often choose to build for Sm/Le/Range defense. Sm/Le defense covers a lot of melee attacks anyway.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Go with Mace Mastery from the villain Patron Pools. That will let you get a decent amount of Smashing, Lethal, and Energy defense to build off of. If you're going to be in melee range a lot, those will be your most important defense types.
And go with Dark Blast for your primary.
Several reasons for that:
1) It has a SELF HEAL in it that is also a very good attack.
2) It has Gloom. That is all.
3) Almost every power in Dark Blast will take Siphon Insight for the same S/L defense bonus you get from Kinetic Combat (at about 1/5th the cost).
Hmm.....I suddenly want to build a Dark/Electric blapper.
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. |
Go with Mace Mastery from the villain Patron Pools. That will let you get a decent amount of Smashing, Lethal, and Energy defense to build off of. If you're going to be in melee range a lot, those will be your most important defense types.
And go with Dark Blast for your primary. Several reasons for that: 1) It has a SELF HEAL in it that is also a very good attack. 2) It has Gloom. That is all. 3) Almost every power in Dark Blast will take Siphon Insight for the same S/L defense bonus you get from Kinetic Combat (at about 1/5th the cost). Hmm.....I suddenly want to build a Dark/Electric blapper. |
I actually left the dark blast concept behind. I had a Dark/MM and was planning on doing Gloom/Siphon/Abyssal, swapping out Probe for Abyssal when in melee range (-40% recharge is some survivability, too.) and throwing cones for the alternate AoE build. I didn't like it though. It felt slow and I didn't like the style of the dark attacks. Gloom is neat, but looks entirely out of place. Abyssal is downright comical.
It was quite solid on paper though. With all the different attack types in dark like the snipe and all the -acc, and the unique sets /mm can take like confusion, you can actually hit law of 5 on every single tier of damage bonus if you want to go all out glass cannon.
3) Almost every power in Dark Blast will take Siphon Insight for the same S/L defense bonus you get from Kinetic Combat (at about 1/5th the cost).
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The DPA of Life Drain is pretty low, actually; not bad considering it is also a self heal, but choosing to use Life Drain WILL lower your damage potential. Siphon Life used to be like that but armored toons shouldn't have to trade damage for survivability...
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Depends what and how you're fighting.
DPS while dead tends to be zero. I know I started the thread as glass cannon, but life drain is a grey area in that context. If rotating Siphon life every few seconds has you doing the rest of your chain over and over while the Blaze version studies the floor tiles that was a DPS increase.
I tend to agree with you though, StratoNexus. If I were going to follow that mentaility I'd be doing ranged attacks from 80(+) away with capped ranged defense like everyone else.
lol..don't blap till you're 50 with epic resist armor.
Actually now that I toy with mids a bit, it's looking hard to make Charged Brawl, Havoc Punch, Blaze, and Shocking Grasp gapless. The animations are so short Havoc Punch would need to be down to 3.432... which is way past perma hasten recharge levels. The build (and Alpha slot...) investment to get that would probably make it weaker than some other options. Need to add another attack. Either swap something for a power with a longer animation, or add another power to the chain. Either one makes other sets more attractive.
Going to bed.
More thinking to do tomorrow. T_T
Something to chew on:
You might want to deal with a long chain where you toss in a lesser attack (or buff) to fill gaps as needed.
The basis would be Blaze-CB-HP-SG, but rotate in Flares, Aim, Build Up, Inspires, and Power Sink as needed/convenient.
Here is a build idea. (if you prefer less Hasten downtime, Spiritual or Agility can be swapped in for Musculature).
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Sonny Sparks: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 1: Electric Fence -- Acc-I(A)
Level 2: Charged Brawl -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(5), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dam%(7)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(17), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(25), Posi-Dam%(27)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(33), Ksmt-ToHit+(34), Krma-ResKB(40)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 10: Havoc Punch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), C'ngImp-Acc/Dmg/Rchg(13)
Level 12: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(15)
Level 14: Kick -- Empty(A)
Level 16: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(25)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(23)
Level 20: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-ResDam/EndRdx(27), RctvArm-ResDam/EndRdx/Rchg(29), RctvArm-EndRdx/Rchg(29), RctvArm-ResDam(31)
Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
Level 24: Lightning Field -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(37)
Level 26: Super Jump -- Jump-I(A)
Level 28: Lightning Clap -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(43), Stpfy-Acc/EndRdx(45), Stpfy-Stun/Rng(45), Stpfy-Acc/Stun/Rchg(45), Stpfy-KB%(46)
Level 30: Thunder Strike -- Oblit-Dmg(A), Oblit-Dmg/Rchg(36), Oblit-Acc/Rchg(50), Oblit-Acc/Dmg/Rchg(50), Oblit-Acc/Dmg/EndRdx/Rchg(50)
Level 32: Stealth -- LkGmblr-Rchg+(A)
Level 35: Power Sink -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(36), P'Shift-Acc/Rchg(36)
Level 38: Shocking Grasp -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(39), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(40), Mako-Dam%(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42), LkGmblr-Def(42)
Level 44: Summon Spiderlings -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(46), ExRmnt-Dmg/EndRdx(46), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-+Res(Pets)(48)
Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
Level 49: Inferno -- Dmg-I(A)
Level 1: Brawl -- Acc-I(A)
Level 1: Defiance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 4: Swift -- Run-I(A)
Level 4: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(43)
Level 4: Hurdle -- Jump-I(A)
Level 4: Stamina -- P'Shift-End%(A), P'Shift-EndMod(42), P'Shift-EndMod/Acc(43)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
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Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
My current Fire/Elec and the only blaster I can really get lost in the "zone" with. Blapping is more a mindset than anything else.
I don't subscribe to the notion that you need s/l or melee defense to blap. Generally people recognize that the blaster's biggest Achilles heel is mezzes and that's why I softcapped range defense. It may sound counter-intuitive to build for ranged defense for a toon that's supposed to "live" in melee range. The truth is I spend most of my time in the air hopping from target to target so enemies can never fully switch to their melee attacks.
In summary, mastering how to move with softcapped ranged defense > melee/s/l defense
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Jezabel Delias: Level 50 Science Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Leviathan Mastery
Hero Profile:
Level 1: Flares -- 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: Electric Fence -- Thundr-Acc/Dmg:31(A), Thundr-Dmg/EndRdx:31(19), Thundr-Dmg/Rchg:31(21), Thundr-Acc/Dmg/Rchg:31(21), Thundr-Acc/Dmg/EndRdx:31(31), Thundr-Dmg/EndRdx/Rchg:31(31)
Level 2: Fire Ball -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Knock%:50(19), Ragnrk-Acc/Dmg/Rchg:50(33), Ragnrk-Acc/Rchg:50(33), Ragnrk-Dmg/EndRdx:50(33)
Level 4: Charged Brawl -- Hectmb-Dmg/Rchg:50(A), Hectmb-Acc/Dmg/Rchg:50(7), Hectmb-Acc/Rchg:50(15), Hectmb-Dmg/EndRdx:50(17), Hectmb-Dam%:50(17)
Level 6: Combat Jumping -- LkGmblr-Rchg+:25(A)
Level 8: Fire Breath -- SBlastersW-Acc/Dmg:31(A), SBlastersW-Dmg/Rchg:31(9), SBlastersW-Acc/Dmg/Rchg:31(9), SBlastersW-Acc/Dmg/EndRdx:31(11), SBlastersW-Acc/Dmg/EndRdx/Rchg:31(11), SBlastersW-Rchg/Dmg%:31(13)
Level 10: Super Speed -- Zephyr-Travel/EndRdx:31(A), Zephyr-ResKB:10(13)
Level 12: Aim -- RechRdx-I:50(A)
Level 14: Hasten -- RechRdx-I:50(A), RechRdx-I:50(15)
Level 16: Build Up -- RechRdx-I:50(A)
Level 18: Blaze -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(34), Apoc-Acc/Rchg:50(34), Apoc-Dmg/EndRdx:50(36), Apoc-Dam%:50(36)
Level 20: Boxing -- Stpfy-Acc/Rchg:31(A), Stpfy-EndRdx/Stun:31(34), Stpfy-Acc/EndRdx:31(48), Stpfy-Stun/Rng:31(50), Stpfy-Acc/Stun/Rchg:31(50), Stpfy-KB%:31(50)
Level 22: Tough -- GA-3defTpProc:31(A), HO:Ribo(23), HO:Ribo(23)
Level 24: Weave -- LkGmblr-Rchg+:25(A), LkGmblr-Def:31(25), LkGmblr-Def/EndRdx:31(25)
Level 26: Havoc Punch -- Mako-Acc/Dmg:31(A), Mako-Dmg/EndRdx:31(27), Mako-Dmg/Rchg:31(27), Mako-Acc/EndRdx/Rchg:31(29), Mako-Acc/Dmg/EndRdx/Rchg:31(29), Mako-Dam%:31(31)
Level 28: Maneuvers -- LkGmblr-Rchg+:25(A), LkGmblr-Def/EndRdx:31(42), HO:Cyto(42)
Level 30: Assault -- EndRdx-I:50(A)
Level 32: Inferno -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(43), Armgdn-Acc/Rchg:50(43), Armgdn-Dmg/EndRdx:50(43), Armgdn-Dam%:50(46)
Level 35: Power Sink -- Efficacy-EndMod/EndRdx:31(A), P'Shift-EndMod/Rchg:50(40), Efficacy-EndMod/Rchg:31(42)
Level 38: Shocking 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: School of Sharks -- Empty(A)
Level 44: Knockout Blow -- Mako-Acc/Dmg:31(A), Mako-Dmg/EndRdx:31(45), Mako-Dmg/Rchg:31(45), Mako-Acc/EndRdx/Rchg:31(45), Mako-Acc/Dmg/EndRdx/Rchg:31(46), Mako-Dam%:31(46)
Level 47: Shark Skin -- S'fstPrt-ResDam/Def+:30(A), HO:Ribo(48), HO:Ribo(48)
Level 49: Vengeance -- LkGmblr-Rchg+:25(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+:20(A), Numna-Regen/Rcvry+:30(37)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), P'Shift-EndMod:31(36), P'Shift-EndMod/Acc:31(37), P'Shift-End%:31(37)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clrty-Stlth:31(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Musculature Radial Paragon
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I know I'm probably really late to the party on this one, but it occured to me that Charged Brawl, Havoc Punch, Blaze, Shocking Grasp might work as an attack chain if I repeat one of the attacks. It's neat to learn about DPA because the attacks you would repeat are the fast recharging ones, which seem to have solid DPA in the case of blaps.
Forgot to bring my netbook with Mids to work though... T_T
I'm going to kick myself for this later due to my ban on posting personal builds that I imposed on myself... But my pride is outweighing my righteousness.
My Archery/Mental Blaster LIVES and THRIVES in melee.
I play him on Freedom PUG Trials all the time- He is THB, you might know him.
-My Blaster soloed 2 Warwalkers and an entire bunker on a Keyes run the other day. With only 2 small purple inspirations per-feat.
My Blaster LIVES, and THRIVES in melee. With the help of t4 Cognitive, the +secondary t4 Clarion and my WoC Slotting, he can perma-confuse all of the minions/LT's in a spawn set to 54x8. In other words, while I cast ROA, all the minions and LT's are confused and the bosses are running to the hills. And that's just icing on the cake compared to all the inherent survivability you'll see in this build.
I believe that my Blaster is the ultimate Blaster, and in fact, "Blapper," except with the inherent "derp" removed from the term. He has more s/l/e resistance than my Claws/DA Brute, and the same defense--- 32.5% to all positions. I find that in the circumstances I put them in (most players would be best advised to never try to replicate these circumstances) my Blaster lives longer 90% of the time.
And without further ado, the build. Turn Accolades and Incarnates on. A small purple insp. softcaps to everything in normal content- 2 small purples softcaps on I-Trials. See Microcosm's Inspiration Maker Guide if that's a problem for you.
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And I know that Fire/Ment is the biggest contestant for Arch/Ment's crown as 'Ultimate Blaster,' so here's the Fire Blast version of my Blaster's current build
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Before anyone asks- Fences isn't a set mule. it serves the purpose of -KB on Archery to use Exp. Arrow without consequences, and solves the runner issue for RoF on the Fire Blast version... But yes, it is also a very useful set mule.
These Blasters are both fully functional 'Blapper,' High End AOE, Giant Monster soloing builds. I recommend setting up a bind for switching between fly and hover (I use /bind f "powexectoggleon hover$$powexectoggleon fly") for switching between the two in order to ensure that I get to the mobs quickly without missing out on any of the +def from Hover.
Edit: I forgot to mention here... That both of these Blaster builds regenerate over 100 HP/S with just 10 targets, and it's only a half a second from perma- Plus, it overlaps on the Archery build (the one I play) if you simply use Explosive Arrow often enough. Eat your heart out, melee characters, because the over 100 HP/s regen is on top of 32.5% defense to all positions, 50% s/l resistance and 33% energy resistance. Plus some pretty freaking solid mitigation, and some of the best AOE output that the game has to offer.
Thanks for the forum bumps but I'm not really looking for perfect do everything blaster builds to solo trials. This is a fun character going for potatoes ridiculous damage on a blaster (which shouldn't sound unusual, but it does... c'mon devs... :/) I'm looking for a maximized damage blap attack chain, THEN I will go back and get as much defense in there as I can. Obviously I'm not compeltely off my rocker. I want SOME defense not just a build full of recharge and damage, but I want to lean that way a lot harder than a do-everything build.
Oh yeah, and assume musculature for incarnate because loldps. :P
Right now I'm looking at Charged Brawl, Havoc Punch, and Shocking Grasp as my starting point, all are above 100 DPA. I don't think any other set a blaster gets has three 100dpa attacks in it, primary or secondary.
My question is really one of what to add to this. Because Charged Brawl is my highest DPA and lowest recharge, I think it makes sense to try and repeat that in the attack chain. I'm wondering if I can get away with just those three and Blaze from Fire/ by repeating Charged Brawl once to give the others more time to recharge.
If not, I think I would have to go with cold since IIRC Fire/ had no other decent single target DPA. Cold seems next in line with Ice Blast and Bitter Ice Blast, which together seem like they'd be better than blaze + anything else in fire blast but I could be wrong.
Does anyone feel like playing with numbers for me, or arguing something like Voltaic pet damage, defiance differences... anything I might be missing?
About sets.
For the sake of exemplaring with this build, I like the sound of Kin Combat in pool melee attacks. Boxing/Kick/Charged Brawl/Havoc Punch/Air Supp would look good. So lets assume those pools and leadership, leaving one more open.
Going to go look through sets to find recharge and defense together, see what that shapes up like. Damage/Recharge/Defense set efficiency could end up meaning more DPS for ice if I could devote more sets to offense using slows for example. Going to check things out.
Thanks for the forum bumps but I'm not really looking for perfect do everything blaster builds to solo trials. This is a fun character going for potatoes ridiculous damage on a blaster (which shouldn't sound unusual, but it does... c'mon devs... :/) I'm looking for a maximized damage blap attack chain, THEN I will go back and get as much defense in there as I can.
Oh yeah, and assume musculature for incarnate because loldps. :P Right now I'm looking at Charged Brawl, Havoc Punch, and Shocking Grasp as my starting point, all are above 100 DPA. I don't think any other set a blaster gets has three 100dpa attacks in it, primary or secondary. My question is really one of what to add to this. Because Charged Brawl is my highest DPA and lowest recharge, I think it makes sense to try and repeat that in the attack chain. I'm wondering if I can get away with just those three and Fire Blast - Blaze by repeating Charged Brawl once to give the others more time to recharge. If not, I think I would have to go with cold since IIRC Fire/ had no other decent single target DPA. Cold seems next in line with Ice Blast and Bitter Ice Blast, which together seem like they'd be better than blaze + anything else in fire blast but I could be wrong. Does anyone feel like playing with numbers for me, or arguing something like Voltaic pet damage, defiance differences... anything I might be missing? And of course I'm not entirely stupid, I want some degree of defense from sets and pools. If the recharge to make blaze work is clearly not worth it, we'll go with ice to free up some recharge sets and turn them into defense sets... I should probably go look up sets that have BOTH. >.> About sets. For the sake of exemplaring with this build, I like the sound of Kin Combat in pool melee attacks. Boxing/Kick/Charged Brawl/Havoc Punch/Air Supp would look good. So lets assume those pools and leadership, leaving one more open. |
Is soloing Giant Monsters without inspirations enough single target damage for you?
Good.
Then let's talk about the pro's/con's of Archery/Mental vs. Fire/Mental. Because if you want to perfect the art of high-end, be all, end all Blapping, those are essentially your options. If you don't want to do that, you should start a "how to be mediocre and not top tier" thread. If your questions are related to the topic of, "BUT CONCEPT IS >MIN/MAX LUL I HAZ CONCEPT," The 'For Fun' section of the board is there for a reason. I make the assumption whenever replying in an AT thread that the conversation is geared towards maximum numerical performance rather than anything else.
Sorry, that was mean. But THB is drunk and it made him lol on the inside so he's going to keep it in the post anyways.
A comment in another thread reminded me that when I played originally, I had always wanted to run a blapper. A blaster to focus on meleeing with the secondary set. I never did because back then going from 1->20 using your secondary was not fun and respecs were harder to come by. Today I could DFB it up a bit to start off, then keep the primary build conventional while I use build 2 for the blappage.
In todays game...
1) Can a blapper out dps (single target) a stalker/scrapper, or even get on par?
2) What SECONDARY set is the best for blapping?
3) What PRIMARY set could I use to mule the most defense sets?
I'm aware of the mez issues, I've seen that buzz around the forums. Doesn't bother me. Even though I will try to maximize defense to take some hits I have no illusions about being on par with stalkers/scrappers in that arena and would consider this a glass cannon in practice. I am okay with the glass cannon (AKA pro floor eater) play style.