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Posted

I have a 50 Fire/MA 

 

Some thoughts - 

It works but I found I don't have enough slots to really fill out the secondary. 

 

The Melee attacks are direct Scrapper ports so for a Blaster they are pitiful damage wise.  Traditional Blaster Secondaries have double recharge time Melee attacks resulting in double base damage.  Animation wise they are awesome.  The Storm Kick is really nice.   

 

Dragon's Tail is your active melee mitigation, since it is very reliable knockdown with a fast animation.  

 

The Massive AOE debuff is really good,  Reminiscent of something ICE might have.  

 

The Build-up replacement is okay.  Sort of a double defiance deal. Build-up is probably better for burst damage, but for just cruising and blasting its cool. 

 

The Teleport Attack power is kind of awkward to use.   

 

Oh the Teir 1 is epic, the whole repel animation of arms flailing as the baddies are sent away is fun.  

 

I have found it a usable Secondary.  But not as good as /Energy.  

Posted

The teleport power is worth the price of admission, you just need to set it up with a powexec_location target bind rather than trying to aim it all the time.

Posted

I'm loving it thematically with Dual Pistols, but I'm struggling with survivability.  Dragon Kicking a mob then finishing them off with Executioner's Shot is more satisfying than it has any right to be, and the above mentioned Burst of Speed macro will have you bouncing around spawns.  But I'm still trying to make Inner Will work for me.

  • Like 1
Posted
6 minutes ago, gourdhead said:

I'm loving it thematically with Dual Pistols, but I'm struggling with survivability.  Dragon Kicking a mob then finishing them off with Executioner's Shot is more satisfying than it has any right to be, and the above mentioned Burst of Speed macro will have you bouncing around spawns.  But I'm still trying to make Inner Will work for me.

This is what I have.. zero issues. 



 

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: Dual Pistols
Secondary Power Set: Martial Combat
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Pistols -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(5), Thn-Dmg/Rchg(5), Thn-Acc/Dmg/Rchg(7), Thn-Dmg/EndRdx/Rchg(27), Thn-Acc/Dmg/EndRdx(27)
Level 1: Ki Push -- KntCmb-Knock%(A), KntCmb-Acc/Dmg(46), KntCmb-Dmg/EndRdx(46), KntCmb-Dmg/Rchg(3)
Level 2: Dual Wield -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(9), SprBlsWrt-Acc/Dmg/Rchg(11), SprBlsWrt-Acc/Dmg/EndRdx(11), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(7), SprBlsWrt-Rchg/Dmg%(9)
Level 4: Empty Clips -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(15), SprDfnBrr-Acc/Dmg/Rchg(15), SprDfnBrr-Acc/Dmg/EndRdx(17), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(17), SprDfnBrr-Rchg/+Status Protect(19)
Level 6: Swap Ammo 
Level 8: Bullet Rain -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(19), OvrFrc-Acc/Dmg/End(21), OvrFrc-Dmg/End/Rech(13), OvrFrc-Acc/Dmg/End/Rech(13)
Level 10: Kick -- Empty(A)
Level 12: Reach for the Limit 
Level 14: Burst of Speed -- Erd-%Dam(A), Erd-Dmg/Rchg(37), Erd-Acc/Rchg(37), ClvBlo-Dmg/Rchg(39), ClvBlo-Acc/Rchg(39), ClvBlo-Dmg/EndRdx(34)
Level 16: Dragon's Tail -- Erd-%Dam(A), Erd-Dmg(45), Erd-Acc/Rchg(45)
Level 18: Executioner's Shot -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(23), Thn-Dmg/EndRdx(25), Thn-Dmg/EndRdx/Rchg(25), Thn-Dmg/Rchg(21), Thn-Acc/Dmg/Rchg(23)
Level 20: Reaction Time -- Empty(A), Empty(29), PrfShf-End%(36), PrfShf-EndMod(36), Empty(37)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 24: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(36)
Level 26: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(29)
Level 28: Inner Will -- DctWnd-Heal(A)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31)
Level 32: Hail of Bullets -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx/Rchg(34), SprAvl-Rchg/KDProc(34)
Level 35: Throw Sand -- CldSns-ToHitDeb(A), CldSns-Acc/ToHitDeb(40), CldSns-Acc/Rchg(40), CldSns-ToHitDeb/EndRdx/Rchg(40), CldSns-Acc/EndRdx/Rchg(43), CldSns-%Dam(39)
Level 38: Eagles Claw -- KntCmb-Knock%(A), KntCmb-Acc/Dmg(45), KntCmb-Dmg/Rchg(46), KntCmb-Dmg/EndRdx(48)
Level 41: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(42), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(42), GssSynFr--ToHit/EndRdx(43), GssSynFr--Build%(43)
Level 44: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(48)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(48)
Level 49: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50)
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 -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3)
Level 6: Chemical Ammunition 
Level 6: Cryo Ammunition 
Level 6: Incendiary Ammunition 
------------

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

I have an incarnate DP/MC blaster. One of the toons I enjoy playing with the most. Burst of Speed is most useful when it's keybound or using a macro. If you're squishy, you can port out of danger and you have 3 charges before it goes on cooldown; also useful for kiting. I mainly use it to port in the middle of a mob group, pop Hail of Bullets and finish off any survivors. Ki Push is a good 3-5 CC; repel plus KD. I don't have hasten; don't need it so I keep Inner Will on auto for when I get CC'ed. 

Posted

It's one of my favourite secondaries.   Tried Electric, Energy, and Dual Pistols.    My Energy one was a Blapper KB monster (not great for some teams 😉 ) and Electric seemed the most survivable.   Did the Alpha Slot mission with her and had the easiest time with Honoree & Captain.  (Even more so than my Brute & Scrapper chars)

  • 2 weeks later
Posted

I've been using Dual Pistols/Martial Combat and loving it. 

 

I have Speed of Sound on full time, which isn't an end drain issue with the recovery boost from Reaction Time. I'd be hesitant to do that with anything else. 

 

I have a few macros that make life easier. 

 

Jaunt macro'd to powexec_location target -and- powexec_location back:50. So I can port in and out of melee range at will. I have Burst of Speed macro'd to target too. Concept wise he is a mutant whose only power is teleportation. 

  • Like 3
Posted

I'm not a fan of blasters in general, but it's all worth it when I Ki Push someone, follow up instantly with a Storm Kick, then pull out the AR and skeet shoot as they fly away.  It's one of the most satisfying combos I've come across.

  • Like 3

Who run Bartertown?

 

Posted
3 hours ago, Yomo Kimyata said:

I'm not a fan of blasters in general, but it's all worth it when I Ki Push someone, follow up instantly with a Storm Kick, then pull out the AR and skeet shoot as they fly away.  It's one of the most satisfying combos I've come across.

I do the same thing except with dual pistols executioner shot 😁

  • Like 1
  • 1 month later
Posted
On 7/27/2020 at 6:01 AM, Veelectric Boogaloo said:

The teleport power is worth the price of admission, you just need to set it up with a powexec_location target bind rather than trying to aim it all the time.

That works fine, unless you want to use it as an escape...

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

Posted
On 8/24/2020 at 6:27 AM, ClawsandEffect said:

I've been using Dual Pistols/Martial Combat and loving it. 

 

I have Speed of Sound on full time, which isn't an end drain issue with the recovery boost from Reaction Time. I'd be hesitant to do that with anything else. 

 

I have a few macros that make life easier. 

 

Jaunt macro'd to powexec_location target -and- powexec_location back:50. So I can port in and out of melee range at will. I have Burst of Speed macro'd to target too. Concept wise he is a mutant whose only power is teleportation. 

I really want to try this combo, but am having trouble wrapping my head around a build. Do you have a build you could recommend - influence is not an issue?

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

Posted
15 minutes ago, Zepp said:

That works fine, unless you want to use it as an escape...

i bind the powexec_location target to the power tray button the power's located at and then if i need to use it normally i can still click and aim.

Posted

Not a fan of the buildup replacement and dragon tail's short range (I'd like blasters to get the dom version), but other than that it's pretty solid.  This might change though as the powers that be are planning nerfs to blaster control powers.

Posted

I have 3 now Rad, DP, and just finishing up slotting Fire. I play heavily in melee which really suited the rad and i expect it will with fire. DP i tend to hop in and out for the cone. The teleport gets overused til it runs out i spam it over and over in mobs along with dragons tail. Ki Push-Storm Kick- Blast Blast Blast still one of my all time fav combos in the game. I'd like to try it with ice Ice as i can imagine Ki Push-Storm Kick-Freeze Ray being highly amusing watching the enemy turn into a block of ice as it sails away right after you kicked it in the head and did your cool spinny turn. Rad and DP builds are out of date mids so i'll just stick the fire build on that i'm about to try:

 

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

FIRE MA: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Martial Combat
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
------------
Level 1:    Flares                SprDfnBrr-Rchg/+Status Protect:50(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg:50(3), SprDfnBrr-Acc/Dmg/EndRdx:50(3), SprDfnBrr-Acc/Dmg/Rchg:50(5), SprDfnBrr-Dmg/Rchg:50(5), SprDfnBrr-Acc/Dmg:50(7)
Level 1:    Ki Push                KntCmb-Acc/Dmg:35(A), KntCmb-Dmg/EndRdx:35(7), KntCmb-Dmg/Rchg:35(9), KntCmb-Dmg/EndRdx/Rchg:35(9), FrcFdb-Rechg%:50(11), FrcFdb-Acc/KB:50(11)
Level 2:    Fire Ball            SprFrzBls-Rchg/ImmobProc:50(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(13), SprFrzBls-Acc/Dmg/Rchg:50(13), SprFrzBls-Acc/Dmg/EndRdx:50(15), SprFrzBls-Dmg/EndRdx:50(15), SprFrzBls-Acc/Dmg:50(17)
Level 4:    Storm Kick            SprBlsCol-Rchg/HoldProc:50(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(17), SprBlsCol-Acc/Dmg/Rchg:50(19), SprBlsCol-Acc/Dmg/EndRdx:50(19), SprBlsCol-Dmg/EndRdx:50(21), SprBlsCol-Acc/Dmg:50(21)
Level 6:    Reach for the Limit    
Level 8:    Super Speed            BlsoftheZ-Travel/EndRdx:50(A), BlsoftheZ-ResKB:50(23)
Level 10:    Burst of Speed            SprAvl-Rchg/KDProc:50(A), SprAvl-Acc/Dmg/EndRdx/Rchg:50(23), SprAvl-Acc/Dmg/Rchg:50(25), SprAvl-Acc/Dmg/EndRdx:50(25), SprAvl-Dmg/EndRdx:50(27), SprAvl-Acc/Dmg:50(27)
Level 12:    Aim                RechRdx-I:50(A)
Level 14:    Hasten                RechRdx-I:50(A), RechRdx-I:50(33)
Level 16:    Dragon's Tail            Erd-%Dam:30(A), Erd-Acc/Dmg/EndRdx/Rchg:30(29), Erd-Acc/Dmg/Rchg:30(29), Erd-Dmg/Rchg:30(31), Erd-Acc/Rchg:30(31), Erd-Dmg:30(31)
Level 18:    Blaze                Apc-Dam%:50(A), Apc-Dmg/EndRdx:50(33), Apc-Acc/Rchg:50(33), Apc-Acc/Dmg/Rchg:50(34), Apc-Dmg:50(34)
Level 20:    Reaction Time            Prv-Absorb%:50(A), Prv-Heal:50(34), PwrTrns-+Heal:50(36), PwrTrns-EndMod:50(36)
Level 22:    Kick                Empty(A)
Level 24:    Tough                StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(36), Ags-Psi/Status:50(37), Ags-ResDam:50(37), Ags-ResDam/EndRdx:50(37)
Level 26:    Blazing Bolt            SprWntBit-Rchg/SlowProc:50(A), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(39), SprWntBit-Acc/Dmg/Rchg:50(39), SprWntBit-Acc/Dmg/EndRdx:50(39), SprWntBit-Dmg/Rchg:50(40), SprWntBit-Acc/Dmg:50(40)
Level 28:    Inner Will            RechRdx-I:50(A)
Level 30:    Weave                LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(42), LucoftheG-Def/EndRdx:50(42)
Level 32:    Inferno                SprBlsWrt-Rchg/Dmg%:50(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg:50(42), SprBlsWrt-Acc/Dmg/EndRdx:50(43), SprBlsWrt-Acc/Dmg/Rchg:50(43), SprBlsWrt-Dmg/Rchg:50(43), SprBlsWrt-Acc/Dmg:50(45)
Level 35:    Scorpion Shield            LucoftheG-Def/Rchg+:50(A), ShlWal-ResDam/Re TP:50(45), ShlWal-Def:50(45), ShlWal-Def/EndRdx:50(46)
Level 38:    Combat Jumping            LucoftheG-Def/Rchg+:50(A), LucoftheG-Def:50(40), LucoftheG-Def/EndRdx:30(46), Ksm-ToHit+:30(50)
Level 41:    Maneuvers            LucoftheG-Def/Rchg+:50(A), Rct-ResDam%:50(46), Rct-Def:50(48), Rct-Def/EndRdx:50(48)
Level 44:    Tactics                GssSynFr--ToHit/EndRdx:50(A)
Level 47:    Super Jump            WntGif-ResSlow: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                Run-I:50(A)
Level 2:    Health                Mrc-Rcvry+:40(A), Pnc-Heal/+End:50(48), NmnCnv-Regen/Rcvry+:50(50)
Level 2:    Hurdle                Jump-I:50(A)
Level 2:    Stamina                PrfShf-End%:50(A), PrfShf-EndMod:50(50)
------------

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Posted

I feel as if martial maybe the worst of the blaster secondaries despite being one of the most fun. Reaction time has a huge radius and will draw aggro in from all over the map all aimed at you so unless you have massively high defence/resist or kill stuff incredibly fast you are going to faceplant. After a few +4 tf's i've had more deaths on it than any other blaster and i run a lot of them with much less defence and a resist epic/patron. Reaction Time is killing me but its fun.

Posted
1 hour ago, ClawsandEffect said:

Bind key powexec_location back:80 

Sorry I didn't catch that the first time. Doing jump in/jump out tactics is how I plan to use this on a toon I'm currently working on. I use [ /bind j "powexeclocation target boost of speed" ] and [ /bind k "powexeclocation back:80 boost of speed" ] for my two /MC blasters... I just wanted to point out that you need both to get the most out of the power...

Archetype Concept Compilation -- Powerset Concept Compilations: Assault Melee

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The Great Archetype Concept Battle: Final Round

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Archetype Proposal Amalgamation

  • Retired Lead Game Master
Posted (edited)

Reaction time aura is incredibly good for indirect damage mitigation.

The most damaging attacks in the game are melee. If a foe can never close the distance to you due to them being slow, then they are missing many many attacks.
Particularly the melee focused foes. (A basher/shalsher vs a gunner or shotgun)

If you can combine the Reaction time aura with another slow, it gets even better. Using this to only fight foes 1v1, and using storm kick to knock them down suddenly makes melee very safe.

I usually use all my novas and AoEs, then burst of speed in and focus down any survivors. Nobody can close the distance with me before I teleport to the next target.

It's all about choosing your battles.
But for survivability, you likely should still get Fighting: Tough and Weave.

Edited by GM Kal
Posted

I've also found it very useful for damage mitigation. In soloing or small team scenarios, slowing mob movement is quite useful.

On large teams, the aggro from it can be a bit risky, but.... if you're a Blaster on a team, and you're in PBAoE aura range to pull aggro from Reaction Time, honestly, you're pulling more aggro from your AoE and PBAoE attacks. Due to its larger radius it can aggro a small number of mobs that wouldn't otherwise have aggroed on you, but on the other hand the Sustain effect is more than enough to deal with those mobs shooting at you. So even on large teams, it should still be a net plus for survival.

Posted

Its probably me, i use reaction time on large teams to herd up maps so i take a ton of aggro, i haven't tried running the dp with anything but incendiary ammo i'll give it a try with ice see if stacked slows help. I spend the entire fight in melee toe to toe so yes when it takes a hit its usually a melee attack and it hurts a lot and theres a ton of enemies out there that debuff your defences very fast. For some reason the rad/martial has been the most survivable and it spends all its time running pbaoe's in melee where the dp hops about a bit to line up cones and the fire can drop fireball from anywhere.

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