Water/Mind Build Advice


ChrisMoses

 

Posted

Howdy y'all,

I have no experience in slotting blasters with IOs and am looking for a little build advice. My goal is a primarily PvE character with no purple or PvP IOs. I am looking to enhance, in order of importance, defense, recharge, and damage.

Are there any tweaks I could make to the build to increase the defense of the toon?

Thanks,
TW

Villain Plan by Mids' Villain Designer 1.959
http://www.cohplanner.com/

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Mentally Eel: Level 50 Mutation Blaster
Primary Power Set: Water Blast
Secondary Power Set: Mental Manipulation
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mace Mastery

Villain Profile:
Level 1: Aqua Bolt

  • (A) Decimation - Accuracy/Damage
  • (3) Decimation - Damage/Endurance
  • (3) Decimation - Damage/Recharge
  • (5) Decimation - Accuracy/Endurance/Recharge
  • (5) Decimation - Accuracy/Damage/Recharge
Level 1: Subdual
  • (A) Enfeebled Operation - Accuracy/Recharge
  • (7) Enfeebled Operation - Endurance/Immobilize
  • (7) Enfeebled Operation - Accuracy/Endurance
  • (9) Enfeebled Operation - Immobilize/Range
  • (9) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (11) Enfeebled Operation - Accuracy/Immobilize
Level 2: Water Burst
  • (A) Blaster's Wrath - Accuracy/Damage
  • (11) Blaster's Wrath - Damage/Recharge
  • (13) Blaster's Wrath - Accuracy/Damage/Recharge
  • (13) Blaster's Wrath - Accuracy/Damage/Endurance
  • (15) Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
  • (15) Blaster's Wrath - Recharge/Chance for Fire Damage
Level 4: Mind Probe
  • (A) Kinetic Combat - Accuracy/Damage
  • (17) Kinetic Combat - Damage/Endurance
  • (17) Kinetic Combat - Damage/Recharge
  • (19) Kinetic Combat - Damage/Endurance/Recharge
Level 6: Whirlpool
  • (A) Shield Breaker - Defense Debuff
  • (19) Shield Breaker - Accuracy/Defense Debuff
  • (21) Shield Breaker - Accuracy/Recharge
  • (21) Shield Breaker - Defense Debuff/Endurance/Recharge
  • (23) Shield Breaker - Accuracy/Endurance/Recharge
  • (23) Shield Breaker - Chance for Lethal Damage
Level 8: Tidal Forces
  • (A) Recharge Reduction IO
Level 10: Psychic Scream
  • (A) Positron's Blast - Accuracy/Damage
  • (25) Positron's Blast - Damage/Endurance
  • (25) Positron's Blast - Damage/Recharge
  • (27) Positron's Blast - Damage/Range
  • (27) Positron's Blast - Accuracy/Damage/Endurance
Level 12: Dehydrate
  • (A) Theft of Essence - Healing
  • (29) Theft of Essence - Healing/Recharge
  • (31) Theft of Essence - Accuracy/Healing
  • (31) Theft of Essence - Accuracy/Endurance/Healing
  • (31) Theft of Essence - Accuracy/Endurance/Recharge
Level 14: Maneuvers
  • (A) Luck of the Gambler - Recharge Speed
Level 16: Boxing
  • (A) Accuracy IO
Level 18: Water Jet
  • (A) Decimation - Accuracy/Damage
  • (33) Decimation - Damage/Endurance
  • (33) Decimation - Damage/Recharge
  • (34) Decimation - Accuracy/Endurance/Recharge
  • (34) Decimation - Accuracy/Damage/Recharge
Level 20: Drain Psyche
  • (A) Efficacy Adaptor - EndMod/Recharge
  • (34) Efficacy Adaptor - EndMod
  • (36) Efficacy Adaptor - EndMod/Accuracy/Recharge
  • (36) Efficacy Adaptor - Accuracy/Recharge
  • (36) Efficacy Adaptor - EndMod/Accuracy
Level 22: Tough
  • (A) Steadfast Protection - Resistance/+Def 3%
  • (33) Steadfast Protection - Knockback Protection
Level 24: Weave
  • (A) Luck of the Gambler - Recharge Speed
Level 26: Steam Spray
  • (A) Positron's Blast - Accuracy/Damage
  • (37) Positron's Blast - Damage/Endurance
  • (37) Positron's Blast - Damage/Recharge
  • (37) Positron's Blast - Damage/Range
  • (39) Positron's Blast - Accuracy/Damage/Endurance
Level 28: Hasten
  • (A) Recharge Reduction IO
Level 30: World of Confusion
  • (A) Malaise's Illusions - Accuracy/Recharge
  • (39) Malaise's Illusions - Endurance/Confused
  • (40) Malaise's Illusions - Accuracy/Endurance
  • (40) Malaise's Illusions - Confused/Range
Level 32: Geyser
  • (A) Positron's Blast - Accuracy/Damage
  • (42) Positron's Blast - Damage/Endurance
  • (42) Positron's Blast - Damage/Recharge
  • (42) Positron's Blast - Damage/Range
  • (43) Positron's Blast - Accuracy/Damage/Endurance
Level 35: Scare
  • (A) Nightmare - Accuracy/Recharge
  • (39) Nightmare - Endurance/Fear
  • (40) Nightmare - Fear/Range
  • (43) Nightmare - Accuracy/Endurance
Level 38: Psychic Shockwave
  • (A) Obliteration - Damage
  • (43) Obliteration - Accuracy/Recharge
  • (45) Obliteration - Damage/Recharge
  • (45) Obliteration - Accuracy/Damage/Recharge
  • (45) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (46) Obliteration - Chance for Smashing Damage
Level 41: Scorpion Shield
  • (A) Luck of the Gambler - Recharge Speed
  • (46) Luck of the Gambler - Defense
  • (46) Luck of the Gambler - Defense/Endurance
  • (50) Luck of the Gambler - Defense/Recharge
Level 44: Summon Spiderlings
  • (A) Call to Arms - Accuracy/Recharge
Level 47: Tactics
  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (48) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (48) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (50) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (50) Gaussian's Synchronized Fire-Control - Chance for Build Up
Level 49: Concentration
  • (A) Recharge Reduction IO
Level 2: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Stamina[list][*] (A) Performance Shifter - Chance for +End[*] (29) Performance Shifter - EndMod
------------
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Set Bonus Totals:
  • 16.5% DamageBuff
  • 15.5% Defense(Smashing)
  • 15.5% Defense(Lethal)
  • 5.5% Defense(Fire)
  • 5.5% Defense(Cold)
  • 7.69% Defense(Energy)
  • 7.69% Defense(Negative)
  • 3% Defense(Psionic)
  • 18.63% Defense(Melee)
  • 9.56% Defense(Ranged)
  • 8% Defense(AoE)
  • 6.3% Max End
  • 2.5% Enhancement(Confused)
  • 1.65% Enhancement(Terrorized)
  • 7.5% Enhancement(Range)
  • 3% Enhancement(Immobilized)
  • 5% Enhancement(Heal)
  • 71.25% Enhancement(RechargeTime)
  • 68% Enhancement(Accuracy)
  • 94.87 HP (7.87%) HitPoints
  • 10% JumpHeight
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 2.5%
  • 15.5% (0.26 End/sec) Recovery
  • 30% (1.51 HP/sec) Regeneration


My Arcs:
Unbearable Funk #3573
Tale of the Creatures From Another Forbidden Planet #97983

My Deviant Art Page

 

Posted

I can't really offer commentary on your set IO selections, as I don't have a builder in front of me, nor have I begun slotting IOs - I typically wait until 32 or 37. What I can offer are playstyle suggestions.

Blasters rely on Build Up (Concentration, in this case) and Aim more than almost any other power. You'll want to fit both in ASAP, and give them two recharge IOs a piece.

I'm currently playing this combo at level 30. Everything I've read says to skip World of Confusion unless you just like the f/x aura and/or you want to use it as a "set mule" (simply, to get good bonuses from widely available confuse IO sets). I skipped it at both 28 - opting for Mind Probe, which I had earlier and respecced out (good power, I just needed to fit something else in) and 30 (opting for Super Speed, because... I just didn't want World of Confusion at that point and thought the extra stealth would be nice).

World of Confusion sounds good in theory, but then you learn it only works on minions, which you'll have killed already with Water Burst, Whirlpool, Psychic Scream, and Steam Spray, not to mention Geyser and Psychic Shockwave. Plus the electric APP cone if you really wanna get crazy! It also requires heavy slotting to be effective - I may revisit it with IOs in later levels - I can see its utility specifically as a way to get a heavy Drain Psyche off on a large spawn - But in leveling practice, I don't think (and again, I'm going off of forum hearsay combined with my understanding rather than any firsthand experience) it will be that practical.

Scare seems to be another limited use power - I love the single-target holds on my blasters, but as this is a Fear, I don't know how useful it will be. Maybe if it works on bosses? Will two uses keep them held like a hold does? Despite still attacking them? Does it come with a ToHit DeBuff like many other fears do? Hopefully someone else will chime in, because I'll need the answer myself sooner or later.

I haven't used Aqua Bolt. You'll be able to get the three stacks of Tidal Power easily enough with - Oh, I just noticed you opted for the first blast rather than the second, Hydro Blast. Blasters typically forego the "minor" damage first blast for the "moderate" damage second blast. The only way I ever take the first blast is if I feel like I need a smoother attack chain, particularly vs. single targets. I think having both of the first two blasts will be most effective in early levels, but later on, you may find that Mind Probe fills the need you had for Aqua Bolt. Unless you want the comfort of having another Tidal Power builder that is readily available, I don't see a great need for it myself at level 30. It was almost my level 30 pick, but I couldn't find the justification. That could change, however.

As a blaster, I've never had either the Leadership or Fighting pools. Blasters have such a low AT Modifier for both, I didn't see the point. To up survivability on my other blasters (especially the /Energy ones with Power Boost), I always went with Aid Self from the Medicine Pool. I don't recommend that here, since you have Dehydrate.

The Fighting pool may be more justifiable as a way to get further use out of World of Confusion, plus having some resistance and defense, no matter how small, will help the Heal over Time from Dehydrate. I just think it will be difficult to find the power picks. If one was to attempt cramming in the three Fighting powers, that would likely mean foregoing many other pools (of which I'll address in a second), plus the second early single-target blast (Aqua Bolt, in my scenario described above).

Regarding Power Pools, as a Blaster, you'll need knockback protection. Rather than rely on an IO, I've always opted for Acrobatics out of the Jumping pool. Not only is Super Jump my preferred mode of travel, but Combat Jumping allows for the easiest form of "blapping" I've found, which you'll be doing with Mind Probe and Drain Psyche. When you're hopping into the middle of a mod, it's important to get the eff back out of there quick, and Combat Jumping allows for that.

So... I guess that's all I have to say without a builder readily available. It's a fun combination, one I'm excited to take all the way to the Incarnate limit. I hope you enjoyed my frikkin' dissertation on the subject!


Thanks for eight fun years, Paragon.

 

Posted

Thanks for the input!

The reason I have maneuvers, tough, and weave is because combined, the way I have them slotted in the planner gives nearly 10% defense. Without looking, the build has roughly 38% smashing and lethal defense, which isn't too terrible.

That is disappointing to hear that World of Confusion is that bad; I will find another power to go there.

The reason I took the first blast is because of the recharge time, but I can test the other out with my second build. Currently the character is 24 and I start IO'n at 27, so there is a little bit of time to play around with him.

The single target fear is mag 3, which means, if I remember correctly, that it will fear Lts. and with two applications a boss.

I will try to cram both aim and buildup earlier in the build as well.

Thanks again!
TW


My Arcs:
Unbearable Funk #3573
Tale of the Creatures From Another Forbidden Planet #97983

My Deviant Art Page

 

Posted

How anti-Purple IOs are you? Reason I ask is that the Contagious Confusion Proc, by itself, makes WoC a much more viable mitigation tool.


 

Posted

I'm not 100% against purple IO's, but I generaly do not build with them in mind. If World of Confusion works with the confusion proc I may try that, and just push World later in the build.

Thanks,
TW


My Arcs:
Unbearable Funk #3573
Tale of the Creatures From Another Forbidden Planet #97983

My Deviant Art Page

 

Posted

WoC is a pretty bad power. It gets better with the confuse proc and THB seems to love it for the Gladiator's -Res proc, but I hated it when I had it in my DP/MM Blaster cause it was just so ghodawful useless to me. To give you an idea, Spring Attack provided more melee range mitigation from KD than I ever saw from WoC. Take that anecdote for what you will.


 

Posted

Quote:
Originally Posted by Sir Hextor View Post
WoC is a pretty bad power. It gets better with the confuse proc and THB seems to love it for the Gladiator's -Res proc, but I hated it when I had it in my DP/MM Blaster cause it was just so ghodawful useless to me. To give you an idea, Spring Attack provided more melee range mitigation from KD than I ever saw from WoC. Take that anecdote for what you will.
The -res is nice but actually not something included in my current build- Since I switched my main Blaster over to a 32.5% m/r/a build I had to 6 slot Coercive's for the easy defense bonus- It's hard to fit in all that def and keep perma drain psyche and 50% s/l, 30% e res. That being said I'm still a big fan of WoC.

Mental plays best in melee at the high end, since you're going to want to be 'in the thick of it' anyways to properly leverage DP and Psychic Shockwave, both essential and quick recharging powers (on an optimal build.) WoC's contribution with a contagious confusion proc and t4 Cognitive Interface actually adds a considerable amount of mitigation even on 54x8 settings. Don't expect to confuse bosses, but it's not uncommon to see every LT and minion confused long enough in a standard spawn size to get RoA off. This does a lot for me on my Blaster to help out with the otherwise slightly painful cast time.