Aeroprism Posted October 28, 2020 Posted October 28, 2020 (edited) Hello beautiful people! Since Energy Manipulation is getting a facelift, I'm planning to try it on a new blaster. I can't decide between Beam Rifle and Dual Pistols. Which of the two sets would benefit most from EM's Boost Power? Edited October 28, 2020 by Aeroprism
Rejolt Posted October 29, 2020 Posted October 29, 2020 Some notes: I mained an elec/nrg blaster on live from 2005 to close. I didn't take Stun punch until we got free Fitness pool powers. That said: 1. Beam lacks the DP's AoE but you're more at range than DP. /nrg is buff and ST melee focused. 2. DP won't do as much concentrated ST damage. /nrg's melee attacks could balance the ST it lacks (lacks is strong word but just vs other blaster sets). 3. Both sets proc well so don't sweat that part right now. Beam: You can now leverage a ranged stun with Stun punch. If you just use Boost range you can ranged stun bosses (and maybe EBs) with one round of Lancer Shot and Stun. It's a bit harder to manage using power boost because if you don't want Stun to be an AoE it'll will force it. This means you can also stun full mobs of bosses with Power boost/Stun/Overcharge. Power boost will increase the -def and mezzing on both. KBs are no longer boosted by PB. DP: In order to stack stuns you would have to stay in Lethal ammo mode with Suppressive fire and Stun/Melee stun chances (or going to other ammo on the fly) Both can work - Beam is attack at range focusing on the Big Bad in the mob then meleeing when they're stunned. DP is mid range moving and in-between melee and just outside arms reach to use the cone blasts. I'd think Beam would be safer at range but your results may vary. Note: Boost Range does not help Combat Teleport but Power Boost does increase the +to hit (10 to 17.87 for 5 seconds). +to hit at 22 maxes sniper dmg and DP doesn't have a sniper. Kismet and one port would max the sniper dmg. You can Port twice and ignore the kismet too. Thanks for D-Sync Enhancements! Just wish things like Resist/End, Heal/End and Damage/Mez had a third stat that made them more viable. Suggestions - add Recharge to Ribosomes, Range to Golgis, and Slows to Peroxisomes. These changes would allow for an endurance cost/range, recharge/endurance, and slow/mez or slow/damage enhancements.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now