Fire/Mental ideas


Another_Fan

 

Posted

I am making my first Blapper, a Fire/Mental powerhouse (I hope). I have no idea what my build goals should be here. I normally build for ranged softcap on Blasters, and play accordingly. What should I be trying to do here?


 

Posted

First and foremost you need to build in enough recharge to perma DP. After that getting appropriate defenses to 32.5% so they can be capped with a luck. It is ludicrously expensive but OP as hell when actually done.


 

Posted

In researching this. (since no one ventured a reply yet lol) I discovered a thread on the last page that discussed MM secondary. It was mentioned that MM is one of the best WITH high recharge, and not so much without.

Does this mean I should start unpacking my purples (surprisingly few builds besides Doms use them, they are in the base somewheres), grab Hasten, and build like I would for a Dom?

We ovelapped Posts Mad Grimm, but thanks, looks like that is what I shall do!


 

Posted

Yes no maybe.

You need recharge to make Drain Psyche work for you but its useless without a boat load of mitigation to back it up. If you are going to blap you want to try for significant ranged and smash lethal damage at the very least. Then try to get drain psyche's recharge down into the 30-40 second range.


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
In researching this. (since no one ventured a reply yet lol) I discovered a thread on the last page that discussed MM secondary. It was mentioned that MM is one of the best WITH high recharge, and not so much without.

Does this mean I should start unpacking my purples (surprisingly few builds besides Doms use them, they are in the base somewheres), grab Hasten, and build like I would for a Dom?

We ovelapped Posts Mad Grimm, but thanks, looks like that is what I shall do!
Yes you absolutely want to purple out Fire/Mental in order to perma DP for less slots. Trying to perma DP without purples is going to lead to spending way more slots on rech than would otherwise be necessary- And those are slots that you could be spending building M/R/A defense to 32.5%. The Scorpion/Ice Shields are great defense toggles, but you can build all the defense you need with set bonuses and refocus your Patron pick on Mu mastery in order to layer your perma DP with not only a small purple from the softcap to all positions, but strong S/L/E resists also- Mu Mastery also gives you a tAOE immob in order to help prevent scatter, which an AOE heavy Fire/Ment Blaster will inevitably suffer from otherwise.


 

Posted

I have a build in mind, although I will likely have to tweak it more once I24 is finalized.

I think I will be using 4 pieces of Unbreakable Guard in Charged Armor and the remaining three slots in Drain Psyche will be Preventative Medicine. For better mitigation, you could drop Psychic Scream and add Maneuvers. If you don't Ex and pick up up Clarion, then you could drop Acrobatics for Assault.

I am considering moving the third slot in Hasten somewhere else, although I like having the third slot for when I do Ex and lose the Alpha.

Hero Plan by Mids' Hero Designer 1.96
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Alluring Flame: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Mental Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(15), Thundr-Acc/Dmg/Rchg(36), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(50)
Level 1: Subdual -- Acc-I(A)
Level 2: Fire Ball -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(3), Ragnrk-Acc/Rchg(5), Ragnrk-Dmg/EndRdx(7), Ragnrk-Knock%(31)
Level 4: Mind Probe -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(7), T'Death-Acc/Dmg/EndRdx(15), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(50)
Level 6: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(46)
Level 8: Fire Breath -- SBlastersW-Acc/Dmg(A), SBlastersW-Dmg/Rchg(9), SBlastersW-Acc/Dmg/Rchg(9), SBlastersW-Acc/Dmg/EndRdx(13), SBlastersW-Acc/Dmg/EndRdx/Rchg(34), SBlastersW-Rchg/Dmg%(43)
Level 10: Psychic Scream -- OvForce-Acc/Dmg(A), OvForce-Acc/Dmg/End(11), OvForce-Dmg/End/Rech(11), OvForce-Acc/Dmg/End/Rech(13), OvForce-Dam/KB(34)
Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(17)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Concentration -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(17)
Level 18: Blaze -- Apoc-Acc/Rchg(A), Apoc-Dmg(19), Apoc-Acc/Dmg/Rchg(19), Apoc-Dmg/EndRdx(21), Apoc-Dam%(25)
Level 20: Drain Psyche -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(21), Empty(23), Empty(23), Empty(29)
Level 22: Acrobatics -- EndRdx-I(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(40)
Level 26: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(27), Mantic-Dmg/ActRdx/Rchg(27), Mantic-Dmg/EndRdx/Rchg(31), Mantic-Dam%(37)
Level 28: World of Confusion -- CoPers-Conf(A), CoPers-Conf%(29), CoPers-Conf/Rchg(31), CoPers-Acc/Rchg(37), CoPers-Acc/Conf/Rchg(43), CoPers-Conf/EndRdx(46)
Level 30: Boxing -- Empty(A)
Level 32: Inferno -- Oblit-Dmg(A), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), M'Strk-Dmg/Rchg(33)
Level 35: Shocking Bolt -- UbrkCons-Hold/Rchg(A), UbrkCons-Acc/Hold/Rchg(36), UbrkCons-Acc/Rchg(36), UbrkCons-EndRdx/Hold(37), UbrkCons-Dam%(50)
Level 38: Psychic Shockwave -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(43)
Level 41: Tough -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(42), Aegis-ResDam/EndRdx(42), Aegis-ResDam/EndRdx/Rchg(42), GA-3defTpProc(45)
Level 44: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(45)
Level 47: Charged Armor -- Empty(A), Empty(48), Empty(48), Empty(48)
Level 49: Surge of Power -- RechRdx-I(A)
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 -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46)
Level 50: Agility Radial Paragon
------------
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Set Bonus Totals:

  • 30.5% DamageBuff(Smashing)
  • 30.5% DamageBuff(Lethal)
  • 30.5% DamageBuff(Fire)
  • 30.5% DamageBuff(Cold)
  • 30.5% DamageBuff(Energy)
  • 30.5% DamageBuff(Negative)
  • 30.5% DamageBuff(Toxic)
  • 30.5% DamageBuff(Psionic)
  • 9.75% Defense(Smashing)
  • 9.75% Defense(Lethal)
  • 9.13% Defense(Fire)
  • 9.13% Defense(Cold)
  • 18.19% Defense(Energy)
  • 18.19% Defense(Negative)
  • 6% Defense(Psionic)
  • 13.5% Defense(Melee)
  • 22.88% Defense(Ranged)
  • 7.56% Defense(AoE)
  • 77.5% Enhancement(RechargeTime)
  • 61% Enhancement(Accuracy)
  • 10% Enhancement(Range)
  • 4% Enhancement(Confused)
  • 9% SpeedFlying
  • 108.4 HP (9%) HitPoints
  • 9% JumpHeight
  • 9% SpeedJumping
  • MezResist(Held) 2.75%
  • MezResist(Immobilized) 2.75%
  • MezResist(Stunned) 4.4%
  • 14% (0.23 End/sec) Recovery
  • 50% (2.51 HP/sec) Regeneration
  • 20% ResEffect(SpeedFlying)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(SpeedRunning)
  • 5.04% Resistance(Fire)
  • 5.04% Resistance(Cold)
  • 14% SpeedRunning



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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.