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Posted

Looking for a min-maxed build for an AR/EM blaster. My current build is posted below but I'm sure there are things I can change / make better. Goal is to be able to solo +4/x8 content and be a ranged powerhouse. 

 

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

Click this DataLink to open the build!

Level 50 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Energy Manipulation
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Cold Mastery

Hero Profile:
Level 1: Slug -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Acc/Dmg(46), SprWntBit-Dmg/EndRdx/Acc/Rchg(46), SprWntBit-Dmg/Rchg(50), SprWntBit-Acc/Dmg/EndRdx(50), SprWntBit-Acc/Dmg/Rchg(50)
Level 1: Power Thrust -- ExpStr-Dam%(A), ExpStr-Acc/KB(21), ExpStr-Dmg/KB(36)
Level 2: Buckshot -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(9), SprDfnBrr-Acc/Dmg(42), SprDfnBrr-Dmg/Rchg(42), SprDfnBrr-Acc/Dmg/Rchg(42), SprDfnBrr-Acc/Dmg/EndRdx(43)
Level 4: Fly -- BlsoftheZ-ResKB(A)
Level 6: Build Up -- GssSynFr--Build%(A), GssSynFr--ToHit/Rchg(7), GssSynFr--ToHit/Rchg/EndRdx(7)
Level 8: Boxing -- Empty(A)
Level 10: Bone Smasher -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(11), Mk'Bit-Acc/Dmg(11), Mk'Bit-Dmg/EndRdx(36), Mk'Bit-Dmg/Rchg(36), Mk'Bit-Acc/EndRdx/Rchg(37)
Level 12: Sniper Rifle -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(13), StnoftheM-Acc/Dmg(13), StnoftheM-Dmg/EndRdx(15), StnoftheM-Acc/ActRdx/Rng(17), FrcFdb-Rechg%(17)
Level 14: Hover -- LucoftheG-Def/Rchg+(A), Frb-Stlth(15)
Level 16: Energize -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(43), Prv-Heal(43), Prv-Heal/Rchg(46)
Level 18: Flamethrower -- Rgn-Dmg(A), Rgn-Dmg/EndRdx(19), Rgn-Dmg/Rchg(19), Rgn-Acc/Dmg/Rchg(23), Rgn-Acc/Rchg(23), Ann-ResDeb%(25)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(21)
Level 22: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(37), GldArm-3defTpProc(37), UnbGrd-ResDam/EndRdx(40)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(25), Ksm-ToHit+(27), LucoftheG-Def/EndRdx/Rchg(27)
Level 26: M30 Grenade -- OvrFrc-Dam/KB(A), OvrFrc-End/Rech(29), OvrFrc-Acc/Dmg(29), OvrFrc-Acc/Dmg/End/Rech(31), OvrFrc-Acc/Dmg/End(31), OvrFrc-Dmg/End/Rech(34)
Level 28: Power Boost -- RechRdx-I(A)
Level 30: Assault -- EndRdx-I(A), EndRdx-I(31)
Level 32: Full Auto -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(33), SprBlsWrt-Acc/Dmg(33), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/EndRdx(34)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Total Focus -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(39), Mk'Bit-Acc/Dmg(39), Mk'Bit-Dmg/EndRdx(39), Mk'Bit-Dmg/Rchg(40), Mk'Bit-Acc/EndRdx/Rchg(40)
Level 41: Flash Freeze -- FrtHyp-Plct%(A)
Level 44: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def(45), LucoftheG-Def/EndRdx/Rchg(45)
Level 47: Hoarfrost -- Prv-Heal/Rchg(A), Prv-Heal/Rchg/EndRdx(48), Prv-Heal(48), Prv-EndRdx/Rchg(48)
Level 49: Vengeance -- 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 -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(3), Mrc-Rcvry+(3), NmnCnv-Heal(5)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5), PrfShf-EndMod/Acc(9)
Level 50: Agility Partial Core Revamp 
Level 50: Diamagnetic Total Core Conversion 
Level 50: Assault Core Embodiment 
Level 50: Ageless Total Radial Invocation 
Level 1: Quick Form 
------------

Posted

I think you want Tactics over Assault, particularly since the +To Hit will increase Sniper Shot damage.

I put Defiant Barrage into Slug, so I have a chance for the +Status Protection proc to break me out.

Why Boxing and Tough but no Weave?  It's not great on a Blaster, but you're already going to Def w/Frozen Armor.

With that much melee, I'd probably go Combat Jumping over Hover.

I mentioned in the other thread, Sniper Shot has a +50% Range for 10s now.  So Boost Range+Build Up+Sniper+Full Auto should be awesome on maps where you have room.

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Posted (edited)
On 6/22/2020 at 5:49 PM, Chance Jackson said:

How does the tohit to bonus damage dynamic work?

First, a quick rundown on to Hit vs Accuracy which you might already know.  You have a base chance to hit based on the enemies relative level/type.  To Hit *adds* directly to that number.  Then you *multiply* by 1+Accuracy buffs.  So if you have a base 50% hit chance, +10% to Hit and +0% Accuracy will give you a final chance of 60%.  +0 To Hit and +10% Accuracy will give you a 55% hit chance.  To Hit is better than the same amount of Accuracy, and is particularly important for fighting higher level mobs and mobs with +Defense. Kismet provides To Hit, which is good.

 

Separately, Sniper attacks have a special mechanic.  They used to become instant cast if you had +22% to Hit.  They were changed to always be instant cast in combat, but their damage scales up directly with To Hit instead (in addition to hitting more.)  I don't know the final formula, but +6% To Hit is increasing your Sniper Shot damage by at least 6%.  With the Instant cast (and +50% Range!) buffs, Sniper Rifle gets a lot more use, so the extra damage is important.  But not as important as getting to +22% To Hit used to be.

Edited by senseichen
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Posted
1 hour ago, senseichen said:

First, a quick rundown on to Hit vs Accuracy which you might already know.  You have a base chance to hit based on the enemies relative level/type.  To Hit *adds* directly to that number.  Then you *multiply* by 1+Accuracy buffs.  So if you have a base 50% hit chance, +10% to Hit and +0% Accuracy will give you a final chance of 60%.  +0 To Hit and +10% Accuracy will give you a 55% hit chance.  To Hit is better than the same amount of accuracy Accuracy, and is particularly important for fighting higher level mobs and mobs with +Defense. Kismet provides To Hit, which is good.

 

Separately, Sniper attacks have a special mechanic.  They used to become instant cast if you had +22% to Hit.  They were changes to always be instant cast in combat, but their damage scales up directly with To Hit instead (in addition to hitting more.)  I don't know the final formula, but +6% To Hit is increasing your Sniper Shot damage by at least 6%.  With the Instant cast (and +50% Range!) buffs, Sniper Rifle gets a lot more use, so the extra damage is important.  But not as important as getting to +22% To Hit used to be.

Thank you for the explanation 

Posted

This gives you Range Defense cap since you are playing a Hover Blaster..
Swap out what you like. You should try to keep Range Defense cap ( personal opinion )

You could go Scorpion Shield and get Range and Smash Lethal Defense cap as well.  

 

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 Natural Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Energy Manipulation
Power Pool: Fighting
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: Burst -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(7), Thn-Dmg/EndRdx(9), Thn-Acc/Dmg/EndRdx(27), Thn-Dmg/EndRdx/Rchg(29)
Level 1: Power Thrust -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(3), Mk'Bit-Dmg/Rchg(11), Mk'Bit-Acc/EndRdx/Rchg(33), Mk'Bit-Acc/Dmg/EndRdx/Rchg(23), Mk'Bit-Dam%(17)
Level 2: Slug -- Thn-Acc/Dmg(A), Thn-Dmg/Rchg(5), Thn-Dmg/EndRdx(5), Thn-Acc/Dmg/Rchg(7), Thn-Acc/Dmg/EndRdx(29), Thn-Dmg/EndRdx/Rchg(31)
Level 4: Buckshot -- PstBls-Acc/Dmg(A), PstBls-Dmg/Rchg(9), PstBls-Dmg/Rng(11), PstBls-Acc/Dmg/EndRdx(31), PstBls-Dmg/EndRdx(31), SuddAcc--KB/+KD(42)
Level 6: Kick -- Acc-I(A)
Level 8: Super Speed -- BlsoftheZ-Travel(A), BlsoftheZ-ResKB(21)
Level 10: Build Up -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(13), AdjTrg-ToHit/EndRdx/Rchg(13), AdjTrg-EndRdx/Rchg(15), AdjTrg-Rchg(15)
Level 12: M30 Grenade -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(17), OvrFrc-Acc/Dmg/End(19), OvrFrc-Dmg/End/Rech(19), OvrFrc-Acc/Dmg/End/Rech(21), OvrFrc-Dam/KB(33)
Level 14: Hover -- LucoftheG-Def/Rchg+(A)
Level 16: Tough -- StdPrt-ResDam/Def+(A)
Level 18: Flamethrower -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(25), SprBlsWrt-Acc/Dmg/Rchg(25), SprBlsWrt-Acc/Dmg/EndRdx(27), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42), SprBlsWrt-Rchg/Dmg%(43)
Level 20: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(39)
Level 22: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(33), NmnCnv-Heal/Rchg(34), NmnCnv-Heal/EndRdx/Rchg(34), NmnCnv-Heal(36), NmnCnv-Regen/Rcvry+(43)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(50)
Level 26: Ignite -- Rgn-Dmg(A), Rgn-Dmg/Rchg(50), Rgn-Acc/Dmg/Rchg(36), Rgn-Dmg/EndRdx(36), Rgn-Knock%(42), Rgn-Acc/Rchg(46)
Level 28: Sniper Rifle -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(34), StnoftheM-Acc/ActRdx/Rng(37), StnoftheM-Dmg/ActRdx/Rchg(37), StnoftheM-Dmg/EndRdx/Rchg(37), StnoftheM-Dam%(43)
Level 30: Power Boost -- RechRdx-I(A)
Level 32: Full Auto -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(39), SprDfnBrr-Acc/Dmg/Rchg(40), SprDfnBrr-Acc/Dmg/EndRdx(40), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(40), SprDfnBrr-Rchg/+Status Protect(48)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Bonfire -- FrcFdb-Rechg%(A)
Level 41: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(45), GssSynFr--ToHit/Rchg/EndRdx(45), GssSynFr--Rchg/EndRdx(45), GssSynFr--ToHit/EndRdx(46), GssSynFr--Build%(46)
Level 44: Fire Shield -- GldArm-3defTpProc(A), GldArm-ResDam(48)
Level 47: Melt Armor -- AnlWkn-%ToHit(A)
Level 49: Assault -- EndRdx-I(A)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance 
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Mrc-Heal(23)
Level 2: Stamina -- PrfShf-End%(A), EffAdp-EndMod/EndRdx(39), EffAdp-EndMod(48), EffAdp-EndMod/Rchg(50)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 4: Ninja Run 
Level 50: Ageless Core Epiphany 
Level 1: Quick Form 
Level 50: Musculature Total Core Revamp 
------------

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