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Posted (edited)

I had been interested in Beam Blaster for some time.  My initial interest was based on the Beam/Time Giant Killer thread

 

 

I started playing the build and it was going well, but I only got to level 23 and around that time I think the Snipe and Devices changes were implemented.  I started an AR/Devices blaster and took him to 50 and then did a few other characters.  Recently a new thread popped up that regained my interest in Beam.

 

 

I decided to start a Beam/Devices character.  This time I came up with a backstory for the character as I felt the reason the Beam/Temp blaster didn't move forward was because I didn't have a backstory.  The backstory is important because it influenced my build in ways that may be seen as sub-optimal.

 

Backstory

 

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The Build:

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Build Commentary

 

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Final Thoughts:

I soloed my first TF and AV at level 30 with this build and have just recently hit 50.  I am still working on Incarnates, but this build is very fun to play and once I get Incarnates complete I will start hunting AVs and GMs and see how I do.  This is the longest write up I have done, but I tend to enjoy threads where people explain why they picked what they picked, so thought I would create this thread to share my build and thoughts.  Not many numbers here, but I am not a number cruncher, so hopefully others will chime in if needed.

 

Any feedback is welcome.  I know this build can likely be improved, but the concept dictated some of the powers, so not completely a min/max build.  This build ended up being much cheaper than I planned because I used Thunderstrikes instead of the Winter and Purple sets I normally use, so there was some benefit.

 

 

Edited by Lockpick
Spelling
  • Like 6
  • 3 weeks later
Posted

Just curious, did you consider taking gun drone?

Slotting it with intensive pet IOs gives ranged defense, global recharge, and some regen.  I think you can have 2 out at once with enough recharge, would add more damage to AV, plus something else for the AV to target besides you. 

Posted
  On 1/3/2020 at 10:49 AM, rshacklef0rd said:

Just curious, did you consider taking gun drone?

Expand  

Not really.  I think I had read somewhere that the Gun Drone was pretty weak and were easily destroyed and later as I looked at variations I thought as a Hover Blaster I would never use it, which is what is happening with Trip Mine.  I did just do a quick look and if I took Gun Drone I would have to drop Trip Mine in my build and would lose the soft-cap S/L defense, so probably not a trade off I would take.

 

It looks like my build has changed a bit from the build I posted, so will add that below.

 

Updated Build:

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  • 2 weeks later
  • 7 months later
Posted (edited)

I like what you did

 

if you're a hover blaster it's pretty easy to avoid melee damage, so the build choices make sense, even the slightly crazy Blessing of the Zephyr proliferation. It seems mostly an end game build? You could take swap Hover and Combat Jump, put all the slots in Hover early to get to Hover and get the benefits from the IOs at lower examplar levels.

 

Field Operative is similar to stealth right? it needs to be added to Superspeed for"full" invisibility?

Is the defense 1/2 when in combat? (again, like Stealth) - EDIT: nevermind, there is an option in MId's to say you want the numbers to show when suppressed when attacked, so yes 1/2 defense in combat.

 

 

Without Incarnates, S/L def is 39.7 (you lose 2.8% from Field Operative in combat), that makes it 43% with Agility and 45.4% with Barrier (Mid's seems to indicate 2.5% at its lowest, not 5%, but that still gets you to the cap)

 

Replacing Raganaroks with Positrons Blasts has relatively little impact on the build for those who want to keep the cost down (loose 1s on Hasten, but actually do 10% more damage from that attack)

 

Is the Celerity +stealth in Sprint really necesasry when you have Superspeed+FiledOp? I suppose if you don;t want to be too fast (in caves) FieldOp+Sprint is an option

 

 

Having never played Beam, is it worth trying to work Cutting Beam back on the build? I'm not the greatest fan of cones, but I like to damage multiple foes at once when I can.

 

How good is smoke grenade? Since I examplar a lot I'm looking at taking hover and maybe fly earlier, but it looks like a 5% ToHit debuf (helps making up that missing defense per-incarnates?) in addition to its -perception use.

 

I loathe Trip Mine, they take too long to set up and even solo I rarely have the patience. Timebomb could be an option to slot Obliteration too but I'm not a fan of the delay, even though you get nice damage out of it. Not sure what to slot instead and still get the S/L defense (Cutting Beam can't be used for S/L def  bonuses as far as I can tell), but even taking it takes you in the S/L def range ofyour build when used in mine:

 

so here is what I've come up with so far, starting with yours: you can swap Time bomb for Mines, and the order of the slot is not necessarily fully optimized.

 

I traded some "excess" ranged defense for better S/L before alpha (43.7% vs 39.7%) and get to softcap with alpha but Barrier not needed even when in combat, as long as both Hover and Combat jump are on:

image.png.16a49d8e3276c50600293d4d8129cd49.png

 

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

War Beam: Level 50 Natural Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Devices
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Single Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(17)
Level 1: Toxic Web Grenade -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(37), Thn-Dmg/Rchg(37), Thn-Acc/Dmg/Rchg(40), Thn-Acc/Dmg/EndRdx(40), Thn-Dmg/EndRdx/Rchg(40)
Level 2: Charged Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(15), Thn-Dmg/EndRdx/Rchg(17)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 6: Disintegrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(11), Thn-Acc/Dmg/EndRdx(23), Thn-Dmg/EndRdx/Rchg(36)
Level 8: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(50)
Level 10: Targeting Drone -- GssSynFr--ToHit(A)
Level 12: Lancer Shot -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/EndRdx(15), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(21), SprDfnBrr-Rchg/+Status Protect(25)
Level 14: Aim -- GssSynFr--Build%(A)
Level 16: Hover -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(29), Ksm-ToHit+(29), ShlWal-ResDam/Re TP(45)
Level 18: Penetrating Ray -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg/EndRdx(23), Thn-Dmg/EndRdx/Rchg(43)
Level 20: Field Operative -- PrfShf-End%(A), PrfShf-EndMod(27), LucoftheG-Def/Rchg+(43), LucoftheG-Def(43)
Level 22: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(36), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(42)
Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(46), UnbGrd-Max HP%(50)
Level 26: Piercing Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(27), PstBls-Dmg/Rchg(31), PstBls-Acc/Dmg/EndRdx(31), PstBls-Dam%(34)
Level 28: Smoke Grenade -- ToHitDeb-I(A)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), LucoftheG-Def/EndRdx(39)
Level 32: Overcharge -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(36)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(39), LucoftheG-Def/EndRdx(42)
Level 38: Time Bomb -- Obl-Dmg(A), Obl-Acc/Rchg(45), Obl-Dmg/Rchg(46), Obl-Acc/Dmg/Rchg(46), Obl-Acc/Dmg/EndRdx/Rchg(48), Obl-%Dam(50)
Level 41: Combat Jumping -- DefBuff-I(A)
Level 44: Fly -- BlsoftheZ-ResKB(A)
Level 47: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 49: Caltrops -- ImpSwf-Dam%(A)
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx/Rchg(31), KntCmb-Dmg/EndRdx(34), KntCmb-Dmg/Rchg(39)
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 -- Clr-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Prv-Absorb%(45), Pnc-Heal/+End(48), NmnCnv-Regen/Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
Level 50: Degenerative Core Flawless Interface 
Level 1: Quick Form 
Level 50: Assault Core Embodiment 
Level 4: Ninja Run 
Level 50: Barrier Core Epiphany 
Level 50: Ion Core Final Judgement 
Level 50: Vanguard Core Superior Ally 
Level 50: Agility Radial Paragon 
------------

 

 

 

 

 

Edited by Papaschtroumpf
Posted

Thanks for the response, here are some responses, but I am not an expert by any means.

 

  On 8/24/2020 at 6:43 PM, Papaschtroumpf said:

It seems mostly an end game build?

Expand  

This basically how I played it while leveling.  I really had no intention of taking Hover, but ended up taking it for the defense.  It works very well though.

 

  On 8/24/2020 at 6:43 PM, Papaschtroumpf said:

Field Operative is similar to stealth right? it needs to be added to Superspeed for"full" invisibility?

Expand  

Yes, with SS and a Stealth IO I get 65 feet of Stealth and with FO it comes to I think 100.  Invisibilty according to Paragon Wiki is 55.  I probably could drop SS once I get FO, but I like SS.

 

  On 8/24/2020 at 6:43 PM, Papaschtroumpf said:

How good is smoke grenade?

Expand  

I like it more for the Stealth compnent than the -ToHit.  I don't know how good 5.15% is overall.  I suppose it means you are increasing your defense 5.15%, but I am not really a numbers guy, so not sure.  If that is the case then 5% defense is pretty good.

 

  On 8/24/2020 at 6:43 PM, Papaschtroumpf said:

I loathe Trip Mine,

Expand  

I like Trip Mine, especially in BAF.  The recharge for Trip Mine in this build is 8 seconds, so it works out ok.  It is also good for running the first DA mission for incarnates, since you can use it in the final mission to take out most of the bad guys.  The only AoE this build has is Ion and Overcharge (which are pretty good!), but a Trip Mine helps a bit.

 

I never took Cutting Beam, so not sure how well it will work.  I might look at it now that we have the Targeted AoE set with Ranged Defense.  As a matter of fact that could change the build a lot.

 

I had made some changes to my build, so this is the current build.  I don't really polay it beause I am always alting.

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With Agility

 

image.png.b961402a869adea12c9b08ca2d3895e8.png

 

 

Without Agility

 

image.png.18217bfcbf8ca8a8e953e4462af0cbc7.png

 

 

 

 

Posted (edited)

Nice!  I like what you did and ripped it off and changed it to my taste below

Maybe I'll try Trip Mine again, you talked me into it 🙂

 

I forgot about blistering cold, which has a better bonus than Kinetic Combat

 

Here's what I came up with, I'm cutting it close to the S/L cap without the alpha slot, but I feel like every slot is useful, I didn't like the idea of having 3 travel pools.

My character concept currently is not great with the fly pool so I went superspeed + combat jump + the prestige jump pack pr jet pack for the occasional addition vertical movement, but I could easily take fly+hover instead. But not more running superjump+hover at the same time even though it was "cheap" defense. So like you I went the maneuver route. One nice thing about hovering is that it makes it easier to stay out of melee range, so I may still bend the character concept 🙂

 

S/L is soft-capped before the alpha, and the ranged def is capped even before catalizing the Blaster sets into their superior version

 

image.png.40029b9d98866831523d076a27c6e3cb.png

 

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Hasten is still not perma but down to 134s recharge, and 125s with Agility slotted

I didn't feel I needed the +accuracy IO and my resistance is crap so I decided to skip the Shield Wall. It's not going to save me.

I have a feeling that while leveling endurance slotting may need balance, I slot it rather late, and maybe I'm overdoing it by 50. 

 

I don't know how to calculate if Tactics is worth it or if having already a large accuracy bonus I don't need the extra ToHit, so I could slot in something like burnout or vengeance instead 

 

Edited by Papaschtroumpf
Posted

I don't get it, if you are a hover Blaster and already have 50 def to range, why are you using Scorp Shield.  You'd be much better off using a resist shield. 

 

 

Posted
  On 8/26/2020 at 9:23 AM, FUBARczar said:

I don't get it, if you are a hover Blaster and already have 50 def to range, why are you using Scorp Shield.  You'd be much better off using a resist shield. 

Expand  

 

I was under the impression that typed and positional defenses are checked separately, so I get 2 chances to have the bad guy miss me (if the attack has a S/L/E/N component).

 

Example:

  • Bad guy shoots at me with a Ranged attack
  • The system checks my Range defense to see if bad guy would hit
  • If no, then I don't get hit
  • If yes, then the system checks based on my typed defense and if the attack has a S/L/E/N component then I am soft-capped to those components

My understanding is the majority of attacks have a S/L component, so I am basically trying to give myself 2 chances at having the attack miss.

 

I could be wrong about all this, but that was my understanding.  Is that not correct?

 

Posted

That was my assumption also. And a lot of melee has an S/L component also so I figured it helped my non-hovering character. AoE not so much, can't have it all 🙂

 

im at lvl32 with my build and so far not endurance problems whatsoever, so I think my  build is likely overkill in that regard but we'll see as I like on the +Rchg. I'm having a ton of fun playing this guy.

Posted
  On 8/27/2020 at 2:51 AM, Papaschtroumpf said:

That was my assumption also. And a lot of melee has an S/L component also so I figured it helped my non-hovering character. AoE not so much, can't have it all 🙂

 

im at lvl32 with my build and so far not endurance problems whatsoever, so I think my  build is likely overkill in that regard but we'll see as I like on the +Rchg. I'm having a ton of fun playing this guy.

Expand  

I started one because of this thread, and I'm having a lot of fun too.  Easily my favorite blaster so far.

  • Like 1
Posted

Because I'm not always good at avoiding melee I do think that the s&l defense helps, they seem to miss a lot (it does hurt when they hit though). As usual mezz prrotection is our Achilles' heel, specially when it comes with AoE, so I will likely take Clarion.

I think my Archery/TA is still my favorite blaster but we'll see when this one gets to 50.

Posted (edited)

I went this way with my beam/dev

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One thing you do need to do is slot Defiant barrage into a power you can use when held like charged shot as it helps massivily when held.

All blasters get a couple of powers they can used when mezzed.

 

Also i didn't take agility but took musculature and assault so with the 38.5% extra damage from sets i stacked it's a huge damage buff.

And anyone who says "don't take trip mine" has no idea. It is an amazing AOE for big mobs and Toe Bombing is a thing.

I have 3 large AOE's in LRM,Trip mine and overcharge.

 

And gun drone lasts a good while and i can often have 2 at the same time.

Also makes a great bullet sponge.

 

One thing i am thinking about is trading maneuvers for Taser as taser is great damage and a thunderstrike set will mean the def dosn't drop that much and it will mean less end useage.

Edited by Chelsea Rorec
  • Like 1
Posted (edited)
  On 8/27/2020 at 2:42 AM, Lockpick said:

 

I was under the impression that typed and positional defenses are checked separately, so I get 2 chances to have the bad guy miss me (if the attack has a S/L/E/N component).

 

Example:

  • Bad guy shoots at me with a Ranged attack
  • The system checks my Range defense to see if bad guy would hit
  • If no, then I don't get hit
  • If yes, then the system checks based on my typed defense and if the attack has a S/L/E/N component then I am soft-capped to those components

My understanding is the majority of attacks have a S/L component, so I am basically trying to give myself 2 chances at having the attack miss.

 

I could be wrong about all this, but that was my understanding.  Is that not correct?

 

Expand  

Not quite.  The game will look at both values and use your best defense vs the attack.  So it will look at both your S/L and Ranged defense then use which ever is greater.  So it's more about covering against other positions (melee or aoe) which might be S/L or other types which might not be ranged (F,C,E,N).  S/L is usually chosen because they are the most common damage types, most all epic def armors cover at least S/L and it will stack with Tough which is usually in such builds

 

Ugh, brain no work right ... Tough is resistance not defence even if it gets the +3% defense uniques.

Edited by Doomguide2005
Cleaned it up a bit
  • Like 1
Posted

Thanks Doom, it matches my experience that melee missed a lot because of the S/L defense. Io can see how hover might make that less necessary, and I looks like AoE has a lot less S/L.

In my build Tough is a mule mostly, because even with it S/L resist is still low, so I guess I'm OK with relying mostly on defense.

  • 2 months later
Posted

Is there a chance to have a different  beam/devices build? One without the gun drone and maybe Mu Mastery instead. Sadly i don't know how to make builds etc..thanks in advance

Posted

Random power pick 45% ranged hover blaster with mu:

 

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

BEAM DEVICES MU: Level 50 Natural Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
------------
Level 1:    Single Shot            Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(5), Thn-Acc/Dmg/EndRdx:50(5), GldJvl-Dam%:50(7), FrcFdb-Rechg%:50(7), ExpStr-Dam%:20(9)
Level 1:    Toxic Web Grenade        GldJvl-Dam/End/Rech:50(A), GldJvl-Acc/Dmg:50(39), GldJvl-Dam%:50(39)
Level 2:    Cutting Beam            Bmbdmt-+FireDmg:50(A), Bmbdmt-Acc/Dam/Rech/End:50(9), Bmbdmt-Dam:50(11), Bmbdmt-Acc/Rech/End:50(11), Bmbdmt-Acc/Dam/Rech:50(13), Bmbdmt-Dam/Rech:50(13)
Level 4:    Kick                Empty(A)
Level 6:    Disintegrate            SprWntBit-Rchg/SlowProc:50(A), SprWntBit-Dmg/Rchg:50(36), SprWntBit-Acc/Dmg/EndRdx:50(36), SprWntBit-Acc/Dmg:50(43), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(46), GldJvl-Dam%:50(48)
Level 8:    Aim                RechRdx-I:50(A)
Level 10:    Targeting Drone            GssSynFr--Build%:50(A), GssSynFr--ToHit/EndRdx:50(17), GssSynFr--Rchg/EndRdx:50(36), GssSynFr--ToHit/Rchg/EndRdx:50(42), GssSynFr--ToHit/Rchg:50(42), GssSynFr--ToHit:50(50)
Level 12:    Hasten                RechRdx-I:50(A), RechRdx-I:50(50)
Level 14:    Tough                GldArm-3defTpProc:50(A), GldArm-End/Res:50(15), GldArm-Res/Rech/End:50(15)
Level 16:    Fly                BlsoftheZ-ResKB:50(A), BlsoftheZ-Travel:50(17)
Level 18:    Penetrating Ray            StnoftheM-Dam%:50(A), StnoftheM-Dmg/EndRdx/Rchg:50(19), StnoftheM-Acc/Dmg:50(19), StnoftheM-Dmg/EndRdx:50(42), StnoftheM-Dmg/ActRdx/Rchg:50(43), GldJvl-Dam%:50(43)
Level 20:    Field Operative            LucoftheG-Def/Rchg+:50(A), Prv-Absorb%:50(21), Prv-Heal:50(21), Rct-ResDam%:50(31), ShlWal-ResDam/Re TP:50(37)
Level 22:    Hover                LucoftheG-Def/Rchg+:50(A), Ksm-ToHit+:30(23), BlsoftheZ-Travel:50(23), BlsoftheZ-Travel/EndRdx:50(25)
Level 24:    Afterburner            LucoftheG-Def/Rchg+:50(A)
Level 26:    Lancer Shot            SprDfnBrr-Rchg/+Status Protect:50(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg:50(27), SprDfnBrr-Acc/Dmg/EndRdx:50(27), SprDfnBrr-Acc/Dmg/Rchg:50(34), SprDfnBrr-Dmg/Rchg:50(37), SprDfnBrr-Acc/Dmg:50(37)
Level 28:    Weave                RedFrt-Def/EndRdx:50(A), RedFrt-Def/Rchg:50(29), RedFrt-EndRdx/Rchg:50(29), RedFrt-Def/EndRdx/Rchg:50(31), RedFrt-Def:50(34), RedFrt-EndRdx:50(50)
Level 30:    Maneuvers            LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(31)
Level 32:    Overcharge            SprBlsWrt-Rchg/Dmg%:50(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg:50(33), SprBlsWrt-Acc/Dmg/EndRdx:50(33), SprBlsWrt-Acc/Dmg/Rchg:50(33), SprBlsWrt-Dmg/Rchg:50(34), SprBlsWrt-Acc/Dmg:50(40)
Level 35:    Charged Armor            StdPrt-ResDam/Def+:30(A), GldArm-End/Res:50(39), GldArm-Res/Rech/End:50(40), GldArm-ResDam:50(40)
Level 38:    Assault                EndRdx-I:50(A)
Level 41:    Electrifying Fences        Artl-End/Rech/Rng:50(A), Artl-Acc/Rech/Rng:50(45), Artl-Acc/Dam/Rech:50(46), Artl-Dam/Rech:50(46), Artl-Dam/End:50(48), Artl-Acc/Dam:50(48)
Level 44:    Caltrops            Rgn-Knock%:50(A), Rgn-Dmg/EndRdx:50(45), Ann-ResDeb%:50(45)
Level 47:    Smoke Grenade            DarWtcDsp-ToHitDeb/EndRdx:50(A)
Level 49:    Vengeance            LucoftheG-Def/Rchg+:50(A)
Level 1:    Brawl                Empty(A)
Level 1:    Defiance    
Level 1:    Quick Form    
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                Empty(A)
Level 2:    Rest                Empty(A)
Level 4:    Ninja Run    
Level 2:    Swift                Flight-I:50(A)
Level 2:    Health                Mrc-Rcvry+:40(A), Pnc-Heal/+End:50(3), NmnCnv-Regen/Rcvry+:50(25)
Level 2:    Hurdle                Jump-I:50(A)
Level 2:    Stamina                PrfShf-End%:50(A), PrfShf-EndMod:50(3)
Level 50:    Barrier Core Epiphany    
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| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
|-------------------------------------------------------------------|
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Posted (edited)

Sorry for the noob question, but why take afterburner,  vengeance and hover? 

I wanted to be able to get that taser ability too, that isbwhy i ask..sorry for the inconvenience 

Edited by Elia87
  • 2 weeks later
Posted

Wow sorry Elia87 i just got back to playing blasters and realised i hadn't responded. Afterburner i find essential if you take fly otherwise you move very slowly and kind of awkwardly and it bumps your defence up to silly high numbers allowing you to fly past mobs and not get hammered. Hover is for mobility when attacking and a small amount of defence. Vengeance is mostly to slot a luck of the gambler and is also useful on teams when a team mate drops. All 3 powers take the lotg to bump your recharge and when you run out of slots on builds i start looking for powers that require no slots and can do just that (stealth/invis/grant invis work too) . As to the build looking at it now i realise its not hitting 45% ranged as i had field op running and you lose a small amount of defence when you attack. I tried putting together a different build but numbers just get worse. You seem to have 2 choices you either go for fun powers and dps or you go the thunderstike and mace patron route by which i mean you aim for smashing+lethal+ranged defences at 45% but give up all your damage procs. If its a hover blaster you also end up taking powers you will probably never use like trip mine/time bomb because your hovering out of range of melee attacks and it gets a little awkward dropping to ground level to place them. I threw this together its not softcapped to anyhting and i made a ton of assumptions like its mostly for team play where you'd have someone else taking agro and you'd get the benefit from team mates buffs/heals etc. And i guessed you wanted taser for stacking with lancer shot to stun stuff. It'll kill stuff fairly quickly but if they start throwing anything back at you you'll most likely get hit a lot and it will hurt......:

 

 

 

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

BEAM DEVICES MU : Level 50 Technology Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Devices
Power Pool: Fighting
Power Pool: Flight
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mu Mastery

Hero Profile:
------------
Level 1:    Single Shot            Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(7), Thn-Acc/Dmg/EndRdx:50(7), FrcFdb-Rechg%:50(9), GldJvl-Dam%:50(9), Apc-Dam%:50(11)
Level 1:    Toxic Web Grenade        EnfOpr-Acc/EndRdx:50(A)
Level 2:    Cutting Beam            AchHee-ResDeb%:20(A), Bmbdmt-+FireDmg:50(11), Bmbdmt-Acc/Dam/Rech/End:50(13), Bmbdmt-Acc/Dam/Rech:50(13), Bmbdmt-Acc/Rech/End:50(46), Bmbdmt-Dam:50(46)
Level 4:    Boxing                Empty(A)
Level 6:    Disintegrate            SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(31), SprWntBit-Acc/Dmg/EndRdx:50(48), SprWntBit-Acc/Dmg/Rchg:50(48), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(50), GldJvl-Dam%:50(50)
Level 8:    Aim                RechRdx-I:50(A)
Level 10:    Taser                Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(43), Thn-Acc/Dmg/EndRdx:35(43), GldJvl-Dam%:50(50)
Level 12:    Lancer Shot            SprDfnBrr-Rchg/+Status Protect:50(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg:50(34), SprDfnBrr-Acc/Dmg/EndRdx:50(37), SprDfnBrr-Acc/Dmg/Rchg:50(40), SprDfnBrr-Dmg/Rchg:50(40), SprDfnBrr-Acc/Dmg:50(45)
Level 14:    Targeting Drone            GssSynFr--Build%:50(A), GssSynFr--ToHit/EndRdx:50(15), GssSynFr--Rchg/EndRdx:50(15), GssSynFr--ToHit/Rchg/EndRdx:50(17), GssSynFr--ToHit/Rchg:50(17), GssSynFr--ToHit:50(46)
Level 16:    Smoke Grenade            DarWtcDsp-ToHitDeb/EndRdx:50(A)
Level 18:    Penetrating Ray            StnoftheM-Dam%:50(A), StnoftheM-Dmg/EndRdx/Rchg:50(19), StnoftheM-Acc/Dmg:50(19), StnoftheM-Dmg/EndRdx:50(37), StnoftheM-Dmg/ActRdx/Rchg:50(40)
Level 20:    Field Operative            Prv-Absorb%:50(A), Prv-Heal:50(21), ShlWal-ResDam/Re TP:50(21), Rct-ResDam%:50(23), PrfShf-End%:50(23), LucoftheG-Def/Rchg+:50(25)
Level 22:    Fly                BlsoftheZ-ResKB:50(A)
Level 24:    Hover                Ksm-ToHit+:30(A), LucoftheG-Def/Rchg+:50(25), BlsoftheZ-Travel/EndRdx:50(27), BlsoftheZ-Travel:50(27)
Level 26:    Afterburner            LucoftheG-Def/Rchg+:50(A)
Level 28:    Maneuvers            LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(29), LucoftheG-Def/EndRdx/Rchg:50(29)
Level 30:    Tough                Ags-Psi/Status:50(A), Ags-ResDam/EndRdx:50(31), Ags-ResDam/EndRdx/Rchg:50(31)
Level 32:    Overcharge            SprBlsWrt-Rchg/Dmg%:50(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg:50(33), SprBlsWrt-Acc/Dmg/EndRdx:50(33), SprBlsWrt-Acc/Dmg/Rchg:50(33), SprBlsWrt-Dmg/Rchg:50(34), SprBlsWrt-Acc/Dmg:50(34)
Level 35:    Charged Armor            StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(36), Ags-ResDam:50(36), Ags-ResDam/EndRdx:50(36), Ags-ResDam/EndRdx/Rchg:50(37)
Level 38:    Gun Drone            Thn-Acc/Dmg:50(A), Thn-Dmg/EndRdx:50(39), Thn-Acc/Dmg/EndRdx:50(39), GldJvl-Dam%:50(39)
Level 41:    Electrifying Fences        Bmbdmt-+FireDmg:50(A), Bmbdmt-Acc/Dam/Rech/End:50(42), Bmbdmt-Dam:50(42), Bmbdmt-Acc/Rech/End:50(42), Bmbdmt-Acc/Dam/Rech:50(43)
Level 44:    Weave                LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(45), LucoftheG-Def/EndRdx/Rchg:50(45)
Level 47:    Hasten                RechRdx-I:50(A), RechRdx-I:50(48)
Level 49:    Assault                EndRdx-I:50(A)
Level 1:    Brawl                Empty(A)
Level 1:    Defiance    
Level 1:    Quick Form    
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                Empty(A)
Level 2:    Rest                Empty(A)
Level 4:    Ninja Run    
Level 2:    Swift                Flight-I:50(A)
Level 2:    Health                Mrc-Rcvry+:40(A), Pnc-Heal/+End:50(5)
Level 2:    Hurdle                Jump-I:50(A)
Level 2:    Stamina                PrfShf-End%:50(A), PrfShf-EndMod:50(3), PwrTrns-+Heal:50(3), PwrTrns-EndMod:50(5)
------------

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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Posted

It seems that Beam/dev is not the best pairing when it comes to full dmg..you either sacrifice dps for def or def for dps..i wanted this to be a full dps toon like my beam/ta blaster that i will have to retire once the new patch comes along..

Posted

Not entirely sure about the red circle on targeting i think it has something to do with the insta snipe changes that they brought in maybe something to indicate you have enough acc/to hit to open with snipe but i'm just guessing.

Posted

Hi fellas. I thought the build done by Lockpick was good but I wanted to make a few changes. This build might not be for you as I removed/added some things that I preferred. Thankyou so much Lockpick for posting your build (I didn't know about Scorpion shield, which was a game changer for this build) it really helped. (I have also included the accolades Freedom Phalanx Reserve, Portal Jockey, Task Force Commander and the Atlas Medallion.) If someone can make improvements to this please do and share the build :). GALACMERC.mxd

  • Like 1
  • 2 months later
Posted
  On 9/1/2020 at 11:17 AM, Chelsea Rorec said:

I went this way with my beam/dev

  Reveal hidden contents

 

One thing you do need to do is slot Defiant barrage into a power you can use when held like charged shot as it helps massivily when held.

All blasters get a couple of powers they can used when mezzed.

 

Also i didn't take agility but took musculature and assault so with the 38.5% extra damage from sets i stacked it's a huge damage buff.

And anyone who says "don't take trip mine" has no idea. It is an amazing AOE for big mobs and Toe Bombing is a thing.

I have 3 large AOE's in LRM,Trip mine and overcharge.

 

And gun drone lasts a good while and i can often have 2 at the same time.

Also makes a great bullet sponge.

 

One thing i am thinking about is trading maneuvers for Taser as taser is great damage and a thunderstrike set will mean the def dosn't drop that much and it will mean less end useage.

Expand  

Might have to steal this one myself 🙃🙃

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