How Do You Build Your Blaster?
I'm a complete blaster noob. I make maybe one a year, play it til SOs, then delete it because I just can't get into it. I never know how to slot blasters, and playing mainly melee toons, I really get tired of getting my butt kicked every five seconds.
So, how do you build your blasters? Got any tips for a blaster noob? I'd eventually like to get around to most of the powersets. My highest blaster was a 33 Archery/Mental. Right now, I'm trying an Archery/Ice for something different (trying to get a nice thematic toon going). Anyways, any help is appreciated! |
Archery doesn't have as much offensive damage mitigation as a primary ranged set, so I would be leaning on my secondary to keep me alive. Archery/Mental would be looking to leverage Mental's offensive mitigators - fear, knock, recharge debuff - and trying to get as much out of drain psyche as possible.
Not all players can level that way driving into melee range to fire off Drain Psyche, but eventually it becomes a very potent power (when you have enough recharge to keep it up most or all the time). Going Archery/Ice might be a simpler combination to work. Your best mitigator is probably Ice Patch. You can use it by running into a spawn and casting it, so everything starts falling down while you shoot at it, or you can cast it so its between the critters and you and shoot them from range while they can't get to you directly.
If you are really having issues staying alive with Blasters, I would suggest giving Sonic/Energy a try. The power you're looking for is Siren's Song which unlocks at level 18 in Sonic Attack. Its a Cone Sleep, and the sleep lasts for approximately a billion years. You hit the group with that, and then you pick off the enemy at your leisure.
This is me screwing around with Sonic/Energy just for giggles, quite a while ago. But nothing about that combination has really changed since then.
Also, Power Boost in Energy Manipulation boosts the duration of sleeps. By almost 80%.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
If you like controllers or just a different experience than a lot of blasters, try an ice/energy or ice/ice blaster. You have arguably better single-target controls (3 stacking holds w/ice+ice or stacking holds + stun & power boost w/ice+energy) and great single-target damage which becomes pretty good AOE damage if you can maximize the effectiveness of Blizzard. Any way, it's very survivable when soloing (holding a boss is no big deal) and can contribute significantly when on a team (good single-target damage for AVs, helps with control of AVs (if you have the right team) and moderately good AoE damage). It's still a blaster in that if you slack off you can get your butt handed to you but you have a lot of control options.
Pinnacle
Glowworm * Brrr * Lilinoe
Protector
Kid Trance * Ms. Impala * Red Helen
Virtue
Pooka Pete
Personally I work with Mids first before I actually start a toon. I usually go for Range Cap Hover blaster style as I find it the most effective. If I cannot reach that goal then I try for Smash and Lethal Defense cap as I did with my DP Dark Blaster. With my DP Dark I picked up Spring attack for the knockdown effect, so basically I am springing into a group firing off soul drain for a damage buff and then first off all my AOE's.
End result you need some type of goal to work towards otherwise what your looking to do with a set might not be possible when you finally try to do it because it just does not lend itself to what you want to have.
I use difficulty settings as my measuring stick. I personally believe if you can obtain 2/8 setting success then you have a excellent toon for grouping because each new player will increase your difficulty by 1 point. Of course if I can obtain 4/8 that is even better because I am an army of one then.
Further I understand SOs are good enough but if your not looking at what you can obtain with IO sets then you might be missing out on something really good sometimes. IOs do make TONS of difference.
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
Personally I work with Mids first before I actually start a toon. I usually go for Range Cap Hover blaster style as I find it the most effective. If I cannot reach that goal then I try for Smash and Lethal Defense cap as I did with my DP Dark Blaster.
|
I consider myself a blaster noob, but I got some build help from the people in this forum as well as from a friend of mine that has quite a few very good blasters. If you post a mids build along with a description of how you want to play I'm sure people here could at least give you some ideas you hadn't thought of yet.
Since you play mostly melee toons maybe try playing a blaster that benefits from being in melee range? Try a Fire/Fire blaster. Blasters are designed to be played at a distance but a few can be played at melee successfully with the right build. Build your defense for smashing and lethal (and melee when feasible) and go from there. /Mental is good to ease into melee type blaster because of drain psyche's ability to replenish your endurance and your health. I slot mine with 5 touch of the nictus enhancements (exclude the proc) and one endurance IO. I can run into a mob and fire off drain psyche then stand there and administer my AoE's, PBAoE's, Melee attacks and seldom worry about dying. As a blaster you'll have a few ranged attacks to pelt down any enemies that ran away from your initial attack. I am currently playing as a fire/fire blaster with 45% S/L defense and 30+% melee defense. So i can literally pop a couple oranges, run into a mob (launching Aim or Build up), Fire Sword Circle, Rain of Fire, Fire Ball and most things are darn near DEfeAteD at that point.
"Forgiveness is between them and God..it is my job to arrange the meeting."
Since you play mostly melee toons maybe try playing a blaster that benefits from being in melee range? Try a Fire/Fire blaster. Blasters are designed to be played at a distance but a few can be played at melee successfully with the right build. Build your defense for smashing and lethal (and melee when feasible) and go from there. /Mental is good to ease into melee type blaster because of drain psyche's ability to replenish your endurance and your health. I slot mine with 5 touch of the nictus enhancements (exclude the proc) and one endurance IO. I can run into a mob and fire off drain psyche then stand there and administer my AoE's, PBAoE's, Melee attacks and seldom worry about dying. As a blaster you'll have a few ranged attacks to pelt down any enemies that ran away from your initial attack. I am currently playing as a fire/fire blaster with 45% S/L defense and 30+% melee defense. So i can literally pop a couple oranges, run into a mob (launching Aim or Build up), Fire Sword Circle, Rain of Fire, Fire Ball and most things are darn near DEfeAteD at that point.
|
"Forgiveness is between them and God..it is my job to arrange the meeting."
When you're building a melee character, you live and die by the build.
When you're building a Blaster, you live and die by the playstyle.
Whatever you play, my suggestion, when you get to your mid-20s or similar, is to do some lab experiments in a hazard zone. Like any experiment, safety equipment is crucial.
1. Get a bunch of medium Lucks (or small ones if you have to.)
2. Go to Hazard Zone.
3. Find a group you think you could take on, if it wasn't for the death problem. (with Fire Blasters, that's generally like "eight even-con minions and a couple lieutenants".)
4. Put on your safety equipment (four small Lucks, two mediums, or two small and a medium.)
5. Choose what seems like the right amount of Build Up and Aim, set up your AOE's, and fire them off.
6. Eliminate the survivors, figuring out what worked and what didn't.
7. Repeat steps 3-6 with different level enemies, different buffs, until you're comfortable with your damage output and how to apply it fast and hard. Remember your safety equipment!
8. Once you are comfortable doing this in lab conditions.... try it without the purples.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
For me, find a good tank who is a tank first dps second or find a defender who is sonic or Force Field. Blasters are team players.
H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD
Thanks for the comments and suggestions everyone. My blaster is up to 20 today, and he's easily the most fun blaster I've had to date. He's not exactly the toughest, but he's survived a lot better than most of my blasters. Definitely having a lot of fun with him.
Since you play mostly melee toons maybe try playing a blaster that benefits from being in melee range?
|
Your best mitigator is probably Ice Patch. You can use it by running into a spawn and casting it, so everything starts falling down while you shoot at it, or you can cast it so its between the critters and you and shoot them from range while they can't get to you directly.
|
Originally Posted by plainguy
Personally I work with Mids first before I actually start a toon.
Further I understand SOs are good enough but if your not looking at what you can obtain with IO sets then you might be missing out on something really good sometimes. IOs do make TONS of difference. |
I'll have to agree with that wholeheartedly. I'll definitely have to experiment as well. Nice suggestion.
Got another question for you guys: what's a good way to get ranged defense built up for a hoverblaster? I was messing around in Mids and only got to the mid-30s. I feel like I'm gonna have to sacrifice a lot just to get it, though. I'd even be happy with getting to 32.5%, but even that seems pretty tough to get to.
It's not that important to get him anywhere near the softcap at this point, but he's at the level that I'd like to get an idea of where he's going so I can start IOing out. Thanks!
Got another question for you guys: what's a good way to get ranged defense built up for a hoverblaster? I was messing around in Mids and only got to the mid-30s. I feel like I'm gonna have to sacrifice a lot just to get it, though. I'd even be happy with getting to 32.5%, but even that seems pretty tough to get to.
It's not that important to get him anywhere near the softcap at this point, but he's at the level that I'd like to get an idea of where he's going so I can start IOing out. Thanks! |
Thunder Strikes in the single target blasts (Snap Shot, Aimed Shot, Blazing Arrow, and Ranged Shot)
Blaster ATO in Explosive Arrow
Gaussians set in Build up
Combat Jumping with 2 pieces of Blessing of the Zephyr
Hover with 2 pieces of Blessing of the Zephyr
Flight with 2 pieces of Blessing of the Zephyr
Tough with 3 pieces of Reactive Armor and a Steadfast Res/Def
Weave with 3 LotG pieces (+rech, Def, and Def/End)
Maneuvers with 3 LotG pieces (+rech, Def, and Def/End)
Makos in Power Thrust
That can get you to the ranged soft cap without expensive PvP IOs.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Damage. With such high base damage, those small % buffs from set bonuses add up to something scary, even just getting Assault will make a noticeable effect.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
Union EU player! Pip pip, tally ho, top hats and tea etc etc
I slot for survivability.
Damage can be capped fairly easily, if you're able to be in the thick of it, a nice fulcrum shift will finish you off. Plus... potentially strong melee attacks!
I find that when I pick up enough attacks, they're all strong enough that I don't really need to kill myself shooting for perma hasten. * That said, when I'm satisfied with the defense, I do shoot for recharge. LOTG +recharge in applicable powers should be assumed for (almost) anything, I feel.
Though, granted, with the addition of so many AoE shields, it's not unusual to have enough resistance or defense to survive at range and still have a high damage output. To each their own, though I've not known a straight up damage blaster who hasn't died from time to time!
-Proud leader of Captain Planet's Magical Friends
Got another question for you guys: what's a good way to get ranged defense built up for a hoverblaster? I was messing around in Mids and only got to the mid-30s. I feel like I'm gonna have to sacrifice a lot just to get it, though. I'd even be happy with getting to 32.5%, but even that seems pretty tough to get to.
It's not that important to get him anywhere near the softcap at this point, but he's at the level that I'd like to get an idea of where he's going so I can start IOing out. Thanks! |
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1540;697;1394;HEX;| |78DA6594CB4F135118C5EFB483D096D2D6520A42E903B05864A4D1BDF11D0D4D08A| |0AE0C19CBA46D3299366D8974A5A84B1F61A1AE7CC6E7C68DAF857F84C6A5FA2F28| |0828892EC66FE63B858699A4FDDD7BEE77CFBDE7DECCE4168F77BE3EB5745848FE6| |3BA5AABCD1DA5FFBA56F5CE6AF9A251D6CB8586A0C793D374D5A8571BB576EAF5A0| |686E5A350ADABC72A49A2F6AD5C650539E59A854CAD5BA92D38CBAAACFE554A3545| |9D0D57AA96C844E1B544ABAD26CF8A6CA655D39A9970AC5BAD76ECF54346D3E6037| |2735755EABD68AA58A9FCBACAA9251E83B5129E595E67A3935AFD19FD56EF4D2FEC| |6E837209A8FD9261E13B2B2703D011F32E547E07DE6AE07CCE5EDB90CD92D620409| |7ED28EFA0EF875C0CF8BF5BC58CF4787E6E6B992FBBBCBD63ABF32E3A4B6C1B70DB| |E5DF0ED826F10BE41F8EE86AF877CDBED4D99AEF688C463F0EFFEC61CB46E8FFD65| |CF1B9ED7FD96D9F30E7CCFECFDC04C91AF0FFBF58D610C1CA2313FCEC6EFE135EE5| |02F800C81A7ACED79464C139F33075E802F9983AF9821F20B2143081906AD50568D| |CC4CD268986BE43032249021810C09644822C35D42C4BE31538EDCE03D256F82B79| |843B7C165A68BF612E51CAEE82269611A6B30872F31DD54D387FC7D51F28FC9E21E| |F5FA91BF7F8D330CAF831BCCBDBFC13FE0265326BF18F2C7903F8DDC699CC3308DC| |6E11F9F7673CD0C73DF2C78163CC7CC9E67FE0B0A91827F0AFE19F867E0FF976A46| |9069C4A4477C0C09318A154757F87432ABCCFDBFC035709D39BE81D3C41B68CD1DB| |BCC2B8E5F01979807AE82D7C0EB4CD12384829D28D86D8A7A13B895894F7CBBD92F| |E067E680DCF2C6DA090E39948C43C93A94830E65D2A14CC95B5F0221D9CA0FEF4EE| |5A74359B11409CA193EF7D56D4D92129CA4134CCACD0F8E694E38F6E0096E7D51CC| |296FF33B659A175ADA6A4BFB624BDB7E36E9A0B310FE03B35C10F0| |-------------------------------------------------------------------|
Damage. With such high base damage, those small % buffs from set bonuses add up to something scary, even just getting Assault will make a noticeable effect.
|
For most of the blaster combinations I have played that's in the 30ish to 40ish% range.
My general rule of thumb since that time has been:
If I consistently have lots of stuff with slivers of health left after my alpha I'll slot a few damage bonuses otherwise I focus on other things.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Universlaly go for Energy Manip:
Boost Range - very handy in target selection.
Conserve Power - always useful for that little "breathing room".
Power Boost - Useful for the boost to stuns in EM and can help primary.
Bone Smasher - Fast-animating, hits for decent damage.
Generally take highest damage/highest range attacks and slot with 2-3 damage, some accuracy and some end redux/recharge.
Snipes can be taken or left on shelf...if I'm power-hungry I leave them.
Like taking Stealth on all my builds and PFF in the epic for a panic button.
IOwise I always build to hit HP cap (1606), for +Damage and +Recovery.
Like to add as much +Range as I can too, from PvP IOs or wherever I can find it.
Think my Fire/MM Blaster has close to 35% global damage.
Generally subscribe to the "Best defense is a good offense, but buy shares in Personal Force Field if that doesn't work out" philosophy.
Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes
When you're building a melee character, you live and die by the build.
When you're building a Blaster, you live and die by the playstyle. |
Damage. With such high base damage, those small % buffs from set bonuses add up to something scary, even just getting Assault will make a noticeable effect.
|
Universlaly go for Energy Manip:
Boost Range - very handy in target selection. Conserve Power - always useful for that little "breathing room". Power Boost - Useful for the boost to stuns in EM and can help primary. Bone Smasher - Fast-animating, hits for decent damage. |
I generally build for very high, kind of bursty damage; and also don't IO till 50. It's kind of hard to build for mitigation on a blaster and still have the one thing we're supposed to excel at. Though, I have seen a downright glorious DP/En/Mace blanker who would just chew through spawns. That's right, I said blanker. Blaster-tanker. His build is deep magic to me......
As a blaster... you WILL die. You will die A LOT.
But then when you completely obliterate a +2x8 spawn without breaking a sweat, with maybe two attacks... that's fun.
Happy blasting.
I don't hover blast and I don't shy away from melee.
I build for soft-capped range def with resist shield for layered mitigation. Alternatively one of these days I may try soft-capped s/l and range def, but I will never build for s/l soft-cap alone as too many mezzes will go right through that vector and you might just as well toss those expensive kinetic combat sets down the drain.
After survivability is addressed I chase recharge bonuses. HP and DAM bonuses are a bonus and I'll fit them in when convenient, of the two HP is slightly more important to me especially if I can make a effort to reach the HP cap.
Then I go to town and melt/punch stuff in the face.
I don't pretend to be a blaster master (I only leveled 3 in my three years on CoH) but I can attest that /Ice and /Mental can be beasts in mid-to-melee range. The key is getting there, and personally, I tend to mix Ranged defense (Thunderstrikes are your best bet there) and Stealth - specifically Stealth IOs.
With those, getting safely in the midst of most mobs is a snap, and once there, you can either
A ) unleash Ice Patch - and Freezing Touch on a Lt - while Chilling Embrace and/or Frozen Aura mitigate the couple attacks they could get off, then jump back and Shiver them from above (turns the cone into an AoE, very useful trick to master as a Blaster), at which point they are all but helpless, or
B ) unleash Psychic Schockwave and Drain Psyche, then mop up the remains with Mental Probe and TK thrust while WoC gives you some breathing room (admitedly WoC is far less reliable mitigation than Chilling Embrace, so use with caution) then jump up and P-Scream at their heads (the cone-to-AoE trick again). Anything that survives that probably deserves to punch me. :-p
All this only with the powers of your secondaries. Add to it what your primary can provide in terms of point-blank damage or control and you can do wonders. My Psy/Mental Blaster adds Tornado for soft control and his PBAoE nuke as needed, and my Ice/Ice enjoys litterally raining all over their parade.
As has been very wisely said above, it's less your build than your playstyle that makes or breaks your Blaster. They are definitely harder to play well than most other ATs.
[EDIT] if you can find a way to fit it in your build, Spring Attack is a boon to that type of gameplay, getting you in the mob much easier and more safely. Don't worry about the damage, it's all about the knockdown and the teleport range.
I'm a complete blaster noob. I make maybe one a year, play it til SOs, then delete it because I just can't get into it. I never know how to slot blasters, and playing mainly melee toons, I really get tired of getting my butt kicked every five seconds.
So, how do you build your blasters? Got any tips for a blaster noob? I'd eventually like to get around to most of the powersets. My highest blaster was a 33 Archery/Mental. Right now, I'm trying an Archery/Ice for something different (trying to get a nice thematic toon going).
Anyways, any help is appreciated!