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Posted

Hello All,

Looking to roll a Blaster that is a 100% ranged. I wanna be far and just dish out DPS. Can someone suggest prim/second combos that fit my criteria well? Thanks! 

Posted
11 minutes ago, TBN8681 said:

Hello All,

Looking to roll a Blaster that is a 100% ranged. I wanna be far and just dish out DPS. Can someone suggest prim/second combos that fit my criteria well? Thanks! 

Archery/Tactical Arrow is all ranged I believe.

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Posted
1 minute ago, Bopper said:

Archery/Tactical Arrow is all ranged I believe.

Recently made one. Around lvl 25ish currently. Curious about others.

Posted
1 minute ago, TBN8681 said:

Recently made one. Around lvl 25ish currently. Curious about others.

Assault Rifle, Beam Rifle, Ice and Water all use only ranged attacks. Tactical Arrow pairs well as it is also extremely ranged, and Energy Manipulation can be useful as it provide Boost Range which will truly keep you out of the threat radius of an enemy. It has some other nice self buff tools that dont require being in Melee range.


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Posted
5 minutes ago, Bopper said:

Archery/Tactical Arrow is all ranged I believe.

I have one that just broke into the 40's, it's a capable set.  It's not Fire Blast but it does decent damage and it has one of if not the longest ranged attacks.  Another bonus is the endurance use, this thing is insanely light on your blue bar.  I can fly, run 4 toggles and still attack full out without issues... and I have only the base slot in Stamina.

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

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Posted
2 minutes ago, Bopper said:

Assault Rifle, Beam Rifle, Ice and Water all use only ranged attacks. Tactical Arrow pairs well as it is also extremely ranged, and Energy Manipulation can be useful as it provide Boost Range which will truly keep you out of the threat radius of an enemy. It has some other nice self buff tools that dont require being in Melee range.

I'm quite happy with the /EM secondary... boost range is a great power.  With my Fire/EM I'm never out of range of the enemy, if I can target them I can hit them.

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

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Posted
1 minute ago, Call Me Awesome said:

I'm quite happy with the /EM secondary... boost range is a great power.  With my Fire/EM I'm never out of range of the enemy, if I can target them I can hit them.

I have been tempted to try a Dark/EM. The boost range goes well with the cones, and staying long range while also applying to hit debuffs seems like a safe and easy playstyle. Not sure if Power Boost will boost the to hit debuffs, but if so, could be nice....ugh, fine, I'm making one now.

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Posted
9 minutes ago, Bopper said:

I have been tempted to try a Dark/EM. The boost range goes well with the cones, and staying long range while also applying to hit debuffs seems like a safe and easy playstyle. Not sure if Power Boost will boost the to hit debuffs, but if so, could be nice....ugh, fine, I'm making one now.

This. I was thinking of trying just a few mins ago. Any other suggestions for Dark/?

Posted
1 minute ago, TBN8681 said:

This. I was thinking of trying just a few mins ago. Any other suggestions for Dark/?

If you want to be controller like, you could go Dark/Atomic (or is it Radiation?). One of those offers a nice AoE hold that would pair well with a Lockdown Proc. However I dont know enough about the new Blaster secondaries to say whether or not they're better suited for range or melee


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Posted (edited)

Tactical Arrow is the pure ranged secondary. All others have an offering of melee or point-blank attacks, though that's not to say they're not either a nasty way of punishing what DOES get close (and things do eventually get close once in a while) or to *prevent* them from closing in in the first place (like trip mines and caltrops). If you skip such non-ranged attacks at worst it makes it easier to stack some pool powers (you'll be wanting tough/weave and maneuvers probably anyways).

 

For the primaries, Archery, Assault Rifle, Beam Rifle, Ice Blast and Water Blast are all fully ranged including their nukes; Electrical's got a ranged nuke but does have Short circuit in the pile of regular powers (it has no cone though plenty of electric cones in the epic/patron pools to choose from), while the rest have PBAoEs as their Tier 9 (though those are hideously powerful).

Other notes:

Beam Rifle and Dark Blast have no standard Radial AoE. However Beam's Overcharge (nuke) is ranged, and Dark Blast has long range cones (including an 80ft base one) to compensate

Ice, Pistols, Sonic and Water have no snipe: Snipes are much more useful than they were back in the days of live, so this loss is worth noting. That said, each of those sets has some serious capabilities to compensate.

 

(Edit: One thing I should point out especially if you don't take /energy: Snipes now give a 50% range boost for 10s which means you can easily follow up at long range if you use it as your opener. A slow one makes for a hell of a hit, especially when by the time the non-instant-projectile ones hit you've already also got your range-buffed nuke going off)

 

My main's a Beam/TacArrow, and while the lack of a 'fireball' basic equivalent does annoy a bit, the fully ranged Overcharge and the ever-handy Piercing Beam do make up for that loss rather well.

Edited by Novacat
snipe range boost
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Posted

Ice blast has a lot of tools at its disposal, and while frost breath is a closer cone, it's not a must-have, IMO.  It can also totally lock down a boss via the 2 freeze rays.  Devices has received a lot of buffs, too...

Posted
8 minutes ago, Novacat said:

Tactical Arrow is the pure ranged secondary. All others have an offering of melee or point-blank attacks, though that's not to say they're not either a nasty way of punishing what DOES get close (and things do eventually get close once in a while) or to *prevent* them from closing in in the first place (like trip mines and caltrops). If you skip such non-ranged attacks at worst it makes it easier to stack some pool powers (you'll be wanting tough/weave and maneuvers probably anyways).

 

For the primaries, Archery, Assault Rifle, Beam Rifle, Ice Blast and Water Blast are all fully ranged including their nukes; Electrical's got a ranged nuke but does have Short circuit in the pile of regular powers (it has no cone though plenty of electric cones in the epic/patron pools to choose from), while the rest have PBAoEs as their Tier 9 (though those are hideously powerful).

Other notes:

Beam Rifle and Dark Blast have no standard Radial AoE. However Beam's Overcharge (nuke) is ranged, and Dark Blast has long range cones (including an 80ft base one) to compensate

Ice, Pistols, Sonic and Water have no snipe: Snipes are much more useful than they were back in the days of live, so this loss is worth noting. That said, each of those sets has some serious capabilities to compensate.

 

My main's a Beam/TacArrow, and while the lack of a 'fireball' basic equivalent does annoy a bit, the fully ranged Overcharge and the ever-handy Piercing Beam do make up for that loss rather well.

Dark/TA seems like it would work well too.

Posted

Note my edit too as that'll affect your arrows (TA's basic immobilize starter is full 80ft range too which is rather handy considering our Defiance options) and cone lengths. Moonbeam means a 120ft umbral torrent right behind it!

Posted (edited)

Down to three for primary: Beam, Archery, or Dark. Going to go with TA as secondary. 

Edited by TBN8681
Posted

Archery: "generic" set style with slightly better accuracy across the board and fast recharge especially on the nuke. A decent grab-bag of the usual: T1-3 attacks, a cone, a radial, a stun, a snipe... often no secondary special effect though since its special is higher base acc.

 

Beam: Is based around Disintegrate: a heavy DoT and light-DoT debuff (which can spread) of the same name. It offers a series of special effects (including a bit of -regen and -res) or bonus damage to things affected by this debuff. Greatly rewards both spreading disintegrate, teaming with other beam users (as everyone benefits from everybody's disints) and good positioning for my favorite Piercing Beam

 

Dark: some surprising amount of defense thanks to the nonstop piling up of -ToHit on everything you have in there. No radials but Cone Heaven. Offers more immobilize, Gloom's one of the better T2s due to being a DoT, and the set has some health draining plus is capable of some serious proccery with Abyssal Gaze as well.

 

All three can and will serve you quite well, so it's more about which one feels more fun really.

Posted
2 hours ago, TBN8681 said:

This. I was thinking of trying just a few mins ago. Any other suggestions for Dark/?

I've generally thought of Dark Blast for a Defender, that -to hit allows them to absolutely neuter a spawn... Blasters don't get nearly the same benefit.  Damage wise it was middle of the pack on Defenders, I haven't looked at the Blaster numbers.

 

 

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

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Posted

Just because I happened to have the build already when I considered trying to make a "Max Range" Blaster in the past, this is what Dark/Nrg looks like:

 

Spoiler

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

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Echo Canon: Level 50 Magic Blaster
Primary Power Set: Dark Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Cold Mastery

Hero Profile:
Level 1: Dark Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(11), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(21), SprDfnBrr-Rchg/+Status Protect(31)
Level 1: Power Thrust -- Acc-I(A)
Level 2: Gloom -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(5), SprBlsWrt-Acc/Dmg/Rchg(5), SprBlsWrt-Acc/Dmg/EndRdx(11), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(21), SprBlsWrt-Rchg/Dmg%(34)
Level 4: Build Up -- RechRdx-I(A), RechRdx-I(43)
Level 6: Umbral Torrent -- Rgn-Dmg/EndRdx(A), Rgn-Dmg(7), PstBls-Acc/Dmg(7), PstBls-Dam%(15), SuddAcc--KB/+KD(23), FrcFdb-Rechg%(34)
Level 8: Moonbeam -- Apc-Dmg/EndRdx(A), Apc-Dmg(9), Apc-Acc/Dmg/Rchg(9), Apc-Acc/Rchg(15), Apc-Dam%(19), GldJvl-Dam%(31)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 12: Tenebrous Tentacles -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(13), SprFrzBls-Dmg/EndRdx(13), PstBls-Dam%(19), TraoftheH-Dam%(25), CldSns-%Dam(34)
Level 14: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(39), Frb-Stlth(39)
Level 16: Energize -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(17), Pnc-Heal/Rchg(17), Pnc-Heal/EndRedux/Rchg(37), Pnc-Heal(39)
Level 18: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), DefBuff-I(37)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(23), Ags-ResDam/EndRdx/Rchg(36), Ags-Psi/Status(36), StdPrt-ResDam/Def+(40), GldArm-3defTpProc(46)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25), LucoftheG-Def(36)
Level 26: Life Drain -- SprWntBit-Acc/Dmg/EndRdx(A), SprWntBit-Acc/Dmg(27), TchoftheN-Acc/EndRdx/Heal/HP/Regen(27), GldJvl-Dam%(29), CldSns-%Dam(29), TchoftheN-%Dam(31)
Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(50)
Level 30: Aim -- RechRdx-I(A), GssSynFr--Build%(40)
Level 32: Blackstar -- Arm-Dmg/EndRdx(A), Arm-Dmg(33), Arm-Acc/Dmg/Rchg(33), Arm-Dmg/Rchg(33), Arm-Dam%(43), CldSns-%Dam(43)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Snow Storm -- EndRdx-I(A)
Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def/EndRdx/Rchg(42), LucoftheG-Def(42)
Level 44: Hoarfrost -- Prv-Heal(A), Prv-Heal/EndRdx(45), Prv-EndRdx/Rchg(45), Prv-Heal/Rchg(45), Prv-Heal/Rchg/EndRdx(46), Prv-Absorb%(48)
Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def(48)
Level 49: Afterburner -- LucoftheG-Def/Rchg+(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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(40), Mrc-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(50)
Level 50: Reactive Core Flawless Interface
Level 50: Assault Core Embodiment
Level 50: Intuition Radial Paragon
Level 1: Quick Form
------------

 

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With Boost Range (and some other lingering stuff), it nearly doubles the range capacity of everything. 150ft on a cone? Crazy. But it didn't turn out to really be that fun.

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Posted (edited)

I think Beam/TA is 100% ranged.

 

Spoiler

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!

Level 50 Magic Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Tactical Arrow
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Charged Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7)
Level 1: Electrified Net Arrow -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11)
Level 2: Cutting Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(36), PstBls-Dmg/Rchg(36), PstBls-Dmg/Rng(37), PstBls-Dam%(37)
Level 4: Glue Arrow -- Slow-I(A)
Level 6: Disintegrate -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/EndRdx(15), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(17), SprDfnBrr-Rchg/+Status Protect(17)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(34)
Level 10: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(19)
Level 12: Lancer Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(21), Thn-Acc/Dmg/EndRdx(21), Thn-Acc/Dmg/Rchg(23), Thn-Dmg/EndRdx/Rchg(23)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Upshot -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(50)
Level 18: Penetrating Ray -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(25), StnoftheM-Dmg/ActRdx/Rchg(27), StnoftheM-Dmg/EndRdx/Rchg(27), StnoftheM-Dam%(29)
Level 20: Eagle Eye -- EndMod-I(A), EndMod-I(36)
Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/Rchg(43), KntCmb-Dmg/EndRdx/Rchg(43)
Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(25), RctArm-ResDam(37), RctArm-ResDam/EndRdx(39), RctArm-ResDam/Rchg(39), UnbGrd-Max HP%(39)
Level 26: Piercing Beam -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(29), PstBls-Dmg/Rchg(31), PstBls-Dmg/Rng(31), PstBls-Dam%(31)
Level 28: Agility -- Run-I(A)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40), LucoftheG-Def(50)
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%(34)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40), LucoftheG-Def(50)
Level 38: Gymnastics -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40)
Level 41: ESD Arrow -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(42), BslGaz-EndRdx/Rchg/Hold(42), BslGaz-Acc/EndRdx/Rchg/Hold(42)
Level 44: Ice Arrow -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(45), BslGaz-EndRdx/Rchg/Hold(45), BslGaz-Acc/EndRdx/Rchg/Hold(45)
Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48)
Level 49: Aim -- RechRdx-I(A)
Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(46), KntCmb-Dmg/Rchg(46), KntCmb-Dmg/EndRdx/Rchg(46)
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 -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(48)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(48)
Level 50: Musculature Core Paragon 
Level 50: Assault Core Embodiment 
------------

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|-------------------------------------------------------------------|

 

Edited by s3ri0us
Posted
10 hours ago, Bopper said:

I have been tempted to try a Dark/EM. The boost range goes well with the cones, and staying long range while also applying to hit debuffs seems like a safe and easy playstyle. Not sure if Power Boost will boost the to hit debuffs, but if so, could be nice....ugh, fine, I'm making one now.

 

PB will boost -ToHit. And the Hold and the Heal from Dark Blast. It's one of the two secondaries that pair really well with Dark Blast (Mental being the other, to run three cones for AoE).

  • Like 1
Posted (edited)

My Water/Atomic Is only ranged (mostly AoE) and Is great fun. I adds survivability with cold mastery and i dindn't take any hold power because i think on a Blaster they are pretty useless. 

Edited by reib
Posted (edited)
11 hours ago, Bopper said:

I have been tempted to try a Dark/EM. The boost range goes well with the cones, and staying long range while also applying to hit debuffs seems like a safe and easy playstyle. Not sure if Power Boost will boost the to hit debuffs, but if so, could be nice....ugh, fine, I'm making one now.

From what I recall it does effect the to hit debuff of dark blast's blasts.  I've slotted enough range enhancements in the two cones to have a range out around 70 iirc.  Boost Range would make them pretty insane on top of the enhancements (yeah Centrioles)

Edited by Doomguide2005
  • Like 1
Posted (edited)

/Energy is great for ranged builds, if you skip the melee attacks (you'll still be stuck with one at Tier 1, a knockback power you can use to punch enemies away from you or de-fly them).  Boost Range is a really fun power when it comes to cones. 

 

I have a Dark/Energy now who is absurdly survivable (but has a PBAoE nuke). I am thinking of rolling Beam Rifle/Energy next.

Edited by oedipus_tex
  • Like 1
Posted

Ice ice, skipping certain i e manipulation melee powers is a strong ranged build.  There are some caveats. It is not a high damage set.  You need to learn keybinds for location powers. It has a lot of controllery feel to it

 

here is something that changed my ranged blaster outlook. Eight Feet is Ranged. 8 ft.  Think about that

Posted
22 hours ago, Sir Myshkin said:

Just because I happened to have the build already when I considered trying to make a "Max Range" Blaster in the past, this is what Dark/Nrg looks like:

 

  Reveal hidden contents

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!

Echo Canon: Level 50 Magic Blaster
Primary Power Set: Dark Blast
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Cold Mastery

Hero Profile:
Level 1: Dark Blast -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(11), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(21), SprDfnBrr-Rchg/+Status Protect(31)
Level 1: Power Thrust -- Acc-I(A)
Level 2: Gloom -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(5), SprBlsWrt-Acc/Dmg/Rchg(5), SprBlsWrt-Acc/Dmg/EndRdx(11), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(21), SprBlsWrt-Rchg/Dmg%(34)
Level 4: Build Up -- RechRdx-I(A), RechRdx-I(43)
Level 6: Umbral Torrent -- Rgn-Dmg/EndRdx(A), Rgn-Dmg(7), PstBls-Acc/Dmg(7), PstBls-Dam%(15), SuddAcc--KB/+KD(23), FrcFdb-Rechg%(34)
Level 8: Moonbeam -- Apc-Dmg/EndRdx(A), Apc-Dmg(9), Apc-Acc/Dmg/Rchg(9), Apc-Acc/Rchg(15), Apc-Dam%(19), GldJvl-Dam%(31)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(46)
Level 12: Tenebrous Tentacles -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(13), SprFrzBls-Dmg/EndRdx(13), PstBls-Dam%(19), TraoftheH-Dam%(25), CldSns-%Dam(34)
Level 14: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(39), Frb-Stlth(39)
Level 16: Energize -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(17), Pnc-Heal/Rchg(17), Pnc-Heal/EndRedux/Rchg(37), Pnc-Heal(39)
Level 18: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(37), DefBuff-I(37)
Level 20: Boxing -- Acc-I(A)
Level 22: Tough -- Ags-ResDam(A), Ags-ResDam/EndRdx(23), Ags-ResDam/EndRdx/Rchg(36), Ags-Psi/Status(36), StdPrt-ResDam/Def+(40), GldArm-3defTpProc(46)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25), LucoftheG-Def(36)
Level 26: Life Drain -- SprWntBit-Acc/Dmg/EndRdx(A), SprWntBit-Acc/Dmg(27), TchoftheN-Acc/EndRdx/Heal/HP/Regen(27), GldJvl-Dam%(29), CldSns-%Dam(29), TchoftheN-%Dam(31)
Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(50)
Level 30: Aim -- RechRdx-I(A), GssSynFr--Build%(40)
Level 32: Blackstar -- Arm-Dmg/EndRdx(A), Arm-Dmg(33), Arm-Acc/Dmg/Rchg(33), Arm-Dmg/Rchg(33), Arm-Dam%(43), CldSns-%Dam(43)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Snow Storm -- EndRdx-I(A)
Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def/EndRdx/Rchg(42), LucoftheG-Def(42)
Level 44: Hoarfrost -- Prv-Heal(A), Prv-Heal/EndRdx(45), Prv-EndRdx/Rchg(45), Prv-Heal/Rchg(45), Prv-Heal/Rchg/EndRdx(46), Prv-Absorb%(48)
Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(48), LucoftheG-Def(48)
Level 49: Afterburner -- LucoftheG-Def/Rchg+(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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(40), Mrc-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(50)
Level 50: Reactive Core Flawless Interface
Level 50: Assault Core Embodiment
Level 50: Intuition Radial Paragon
Level 1: Quick Form
------------

 

 



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		|-------------------------------------------------------------------|

 

 

With Boost Range (and some other lingering stuff), it nearly doubles the range capacity of everything. 150ft on a cone? Crazy. But it didn't turn out to really be that fun.

What about it wasn't fun? 


PPM Information Guide               Survivability Tool                  Interface DoT Procs Guide

Time Manipulation Guide             Bopper Builds                      +HP/+Regen Proc Cheat Sheet

Super Pack Drop Percentages       Recharge Guide                   Base Empowerment: Temp Powers


Bopper's Tools & Formulas                         Mids' Reborn                       

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