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I want to do a Rad/Elec Blapper, but I'm struggling...


Lazarillo

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So, long story short, with the changes to /Electric Manipulation, I'm trying to do a melee-focused Rad/Elec that I've been interested in trying for a while.  However, possibly because I'm having kind of an awful time with the build, I'm struggling to figure out what, if anything, such a build could do that a Scrapper couldn't do better.

 

Here is my awful build:

Spoiler

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Neutrino Bolt -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(15), SprBlsWrt-Acc/Dmg/Rchg(21), SprBlsWrt-Acc/Dmg/EndRdx(23), SprBlsWrt-Rchg/Dmg%(37), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43)
Level 1: Electric Fence -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Rchg/+Status Protect(40), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(43)
Level 2: Charged Brawl -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(5), SprBlsCol-Acc/Dmg/EndRdx(7), SprBlsCol-Acc/Dmg/Rchg(7), SprBlsCol-Dmg/EndRdx/Acc/Rchg(31), SprBlsCol-Rchg/HoldProc(34)
Level 4: Build Up -- GssSynFr--Rchg/EndRdx(A), GssSynFr--ToHit(45), GssSynFr--ToHit/Rchg(46), GssSynFr--ToHit/Rchg/EndRdx(48), GssSynFr--ToHit/EndRdx(48), GssSynFr--Build%(48)
Level 6: Irradiate -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(9), Mlt-Dmg/Rchg(9), Mlt-Acc/EndRdx(13), Mlt-Acc/Dmg/EndRdx(15), Mlt-Dmg/EndRdx/Rchg(43)
Level 8: Aim -- AdjTrg-ToHit/EndRdx/Rchg(A), AdjTrg-EndRdx/Rchg(45)
Level 10: Havoc Punch -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(11), Mk'Bit-Acc/Dmg/EndRdx/Rchg(11), Mk'Bit-Acc/EndRdx/Rchg(13)
Level 12: Recall Friend -- EndRdx-I(A)
Level 14: Teleport Foe -- Acc-I(A)
Level 16: Thunder Strike -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(17), OvrFrc-Acc/Dmg/End(17), OvrFrc-Dmg/End/Rech(19), OvrFrc-Acc/Dmg/End/Rech(19), OvrFrc-Dam/KB(21)
Level 18: Teleport -- EndRdx-I(A)
Level 20: Lightning Field -- Mlt-Dmg/EndRdx/Rchg(A), Mlt-Acc/Dmg(36), Mlt-Dmg/EndRdx(36), Mlt-Dmg/Rchg(36), Mlt-Acc/EndRdx(37), Mlt-Acc/Dmg/EndRdx(37)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- StdPrt-ResDam/EndRdx(A), StdPrt-ResDam/Def+(25), GldArm-3defTpProc(29), GldArm-ResDam(31)
Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(27), ShlWal-ResDam/Re TP(27), ShlWal-Def(29)
Level 28: Power Sink -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(45), EffAdp-EndMod/Acc/Rchg(46), EffAdp-Acc/Rchg(46), EffAdp-EndMod/Acc(50), EffAdp-EndMod/EndRdx(50)
Level 30: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31)
Level 32: Atomic Blast -- Mlt-Acc/Dmg(A), Mlt-Dmg/EndRdx(33), Mlt-Dmg/Rchg(33), Mlt-Acc/EndRdx(33), Mlt-Acc/Dmg/EndRdx(34), Mlt-Dmg/EndRdx/Rchg(34)
Level 35: Personal Force Field -- LucoftheG-Def/Rchg+(A)
Level 38: Shocking Grasp -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(39), BslGaz-Acc/EndRdx/Rchg/Hold(39), BslGaz-EndRdx/Rchg/Hold(39), Mk'Bit-Acc/Dmg(40), Mk'Bit-Dmg/EndRdx(40)
Level 41: Temp Invulnerability -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), ImpArm-ResDam(42), ImpArm-ResDam/EndRdx(42)
Level 44: Super Jump -- Jump-I(A)
Level 47: Acrobatics -- EndRdx-I(A)
Level 49: Hasten -- RechRdx-I(A), RechRdx-I(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 -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(25)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(23)
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Agility Core Paragon
------------

 

 

The inclusion of the TP pool was mostly for test-server stuff, so I'm hardly attached to it (or most of the other pools), but I'm also kinda outta Enhancement slots, compared to ones for powers.  This is kinda new territory for me, so if anyone has some tips to make it better (or just insights on how to play the build to its strengths while still focusing on the punchy stuff from the secondary), I'd definitely appreciate it.  Can I salvage this concept to do something really neat, or should I resign myself to "fun but mediocre"?

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Do you just slap full sets into each power and call it a day or is there a focus to what kind of set bonuses you are trying to stack?

 

I see a lot of players doing this, slotting full sets into powers. Full sets = maximum benefit right? WRONG!

 

The trick to optimizing is stacking specific bonuses that you want to focus on.

 

Start with this thread:

 

It's not rad/elec but it highlights different philosophies for building blasters. You will see builds that demonstrate how you can stack set bonuses and what to stack. There are good explanations for why certain powers are chosen and how they work. See if you can apply that knowledge to your build.

 

A word on /elec. Thunderstike and force of thunder when sequenced after one another allows you to consistently knockdown mobs around you. For this to work you need to slot both with the sudden acceleration kb-kd proc. The attack chain for melee tanking with /elec blasters look like this: thunderstrike->get some attacks in while mobs are getting back up-> once mobs get back up force of thunder ->get more attacks in -> repeat.

 

Another word about playing melee blasters: learn to move and learn WHEN to move. You can't derp around and stay in one spot like scrappers and duke it out indefinitely. Mezzes are going to hit you, defense cascade will happen. Moving buys you time, moving screws with mob AI, use that to your advantage. This combined with a build that has decent defenses will go a long way to ensure your success as a melee blaster.

 

Speaking of defenses, ranged defense is the most important, yes even for melee blasters. You create opportunities to get your melee hits in and when that opportunity evaporates you can ALWAYS fall back to range. For example with /elec there will be gaps between your thunderstrike-force of thunder sequence where neither power has recharged, and if you feel that it's not safe to be in melee range during that gap hop back and shoot stuff and kite the mobs until either one recharges.

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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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My intent was, not knowing what I could do with the build, to sort of just "fill in" things for an all-'round sort of approach.  Unfortunately, while I appreciate your suggestions, they're not...exactly what I'm seeking the answer to.  I can achieve high defense and electric punches with, say, an Elec/Ice Scrapper, too.  What I'm trying to figure out is what I can do with Rad/Elec that could make me think "yes, this is why it was worth sacrificing innate defenses/mez protection".  As noted, the answer might be that there's nothing, and that's fine, too, I play for the fun of it first and foremost, but if there's an advantage I can play to with this choice of specs on a Blaster, that I can't get from another AT, that's what I'd like to know about it.

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First and foremost blasters can do damage from anywhere, they can output both consistent AoE and single target up close or from afar. Scrappers and any other melee ATs do not have that flexibility.

 

Second it's a feeling. One that you will probably not understand until you find success in playing a melee blaster. Good melee blasters are pure bad-assery and there is a joy and excitement in playing something that lacks the defenses of melee ATs and making it excel in melee. Well built, well piloted melee blasters are the closest thing to tank-mages in this game.

 

Once you get survival figured out on a blaster you will stop looking at blaster vs scrapper from a defense perspective. I have a few melee ATs for concept reasons but if I want to bring damage it'll always be blasters because I know I can do everything scrappers can do and more with my blasters.

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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This is pretty close to what i ran on live although i couldn't afford the pvp stuff back then so its been updated a bit and sacrificed a lot of defence for recharge. Should work with the updated changes to blaster secondary i didn't bother going for softcapped defences and anything throwing an aoe at you is gonna see you faceplant. But it was always fun. Hop in force of thunder, irradiate, thunderstrike, charged brawl, shocking grasp and repeat. I only used the ranged stuff on runners:

 

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

RAD ELEC: Level 50 Technology Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
------------
Level 1:    X-Ray Beam            SprDfnBrr-Rchg/+Status Protect:50(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg:50(9), SprDfnBrr-Acc/Dmg/EndRdx:50(9), SprDfnBrr-Acc/Dmg/Rchg:50(11), SprDfnBrr-Dmg/Rchg:50(11), SprDfnBrr-Acc/Dmg:50(13)
Level 1:    Electric Fence            EnfOpr-Acc/EndRdx:50(A)
Level 2:    Irradiate            Arm-Dam%:50(A), Arm-Dmg/EndRdx:50(13), Arm-Acc/Rchg:50(15), Arm-Acc/Dmg/Rchg:50(15), Arm-Dmg/Rchg:50(17), AchHee-ResDeb%:20(17)
Level 4:    Charged Brawl            SprBlsWrt-Rchg/Dmg%:50(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg:50(19), SprBlsWrt-Acc/Dmg/EndRdx:50(19), SprBlsWrt-Acc/Dmg/Rchg:50(21), SprBlsWrt-Dmg/Rchg:50(21), SprBlsWrt-Acc/Dmg:50(23)
Level 6:    Lightning Field            SprAvl-Rchg/KDProc:50(A), SprAvl-Acc/Dmg/EndRdx/Rchg:50(23), SprAvl-Acc/Dmg/EndRdx:50(25), SprAvl-Dmg/EndRdx:50(25), SprAvl-Acc/Dmg:50(27), EndMod-I:50(27)
Level 8:    Aim                GssSynFr--Build%:50(A)
Level 10:    Super Speed            BlsoftheZ-Travel/EndRdx:50(A), BlsoftheZ-ResKB:50(29)
Level 12:    Proton Volley            StnoftheM-Dam%:50(A), StnoftheM-Dmg/EndRdx/Rchg:50(29), StnoftheM-Acc/Dmg:50(31), StnoftheM-Dmg/EndRdx:50(31), StnoftheM-Dmg/ActRdx/Rchg:50(31)
Level 14:    Hasten                RechRdx-I:50(A), RechRdx-I:50(33)
Level 16:    Build Up            RechRdx-I:50(A)
Level 18:    Cosmic Burst            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:    Force of Thunder        AbsAmz-EndRdx/Stun:50(A), AbsAmz-Acc/Rchg:50(34), FrcFdb-Rechg%:50(36), SuddAcc--KB/+KD:50(36)
Level 22:    Combat Jumping            LucoftheG-Def/Rchg+:50(A), Ksm-ToHit+:30(37), Krm-ResKB:30(42)
Level 24:    Boxing                Empty(A)
Level 26:    Tough                StdPrt-ResDam/Def+:30(A), GldArm-3defTpProc:50(36), UnbGrd-Max HP%:50(37), UnbGrd-ResDam/EndRdx/Rchg:50(37), UnbGrd-ResDam/EndRdx:50(39), UnbGrd-ResDam:50(39)
Level 28:    Thunder Strike            OvrFrc-Dam/KB:50(A), FuroftheG-ResDeb%:50(40), FuroftheG-Acc/Dmg:50(40), FuroftheG-Dam/End/Rech:50(40), FuroftheG-Acc/Dmg/End/Rech:50(42)
Level 30:    Weave                LucoftheG-Def/Rchg+:50(A), Rct-ResDam%:50(42), Rct-Def/EndRdx:50(43), Rct-Def:50(43)
Level 32:    Atomic Blast            Obl-%Dam:50(A), Obl-Acc/Dmg/EndRdx/Rchg:50(43), Obl-Acc/Dmg/Rchg:50(45), Obl-Dmg/Rchg:50(45), Obl-Acc/Rchg:50(45), Obl-Dmg:50(46)
Level 35:    Power Sink            EffAdp-EndMod/Rchg:50(A)
Level 38:    Shocking Grasp            SprBlsCol-Rchg/HoldProc:50(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(39), SprBlsCol-Acc/Dmg/EndRdx:50(48), SprBlsCol-Dmg/EndRdx:50(50), SprBlsCol-Acc/Dmg:50(50)
Level 41:    Scorpion Shield            LucoftheG-Def/Rchg+:50(A), ShlWal-ResDam/Re TP:50(48), ShlWal-Def:50(48), ShlWal-Def/EndRdx:50(50)
Level 44:    Maneuvers            LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(46), LucoftheG-Def/EndRdx/Rchg:50(46)
Level 47:    Tactics                EndRdx-I: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(5), NmnCnv-Regen/Rcvry+:50(5), Prv-Absorb%:50(7)
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(7)
------------

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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Force of Thunder would be a big help with its' knockback.  You can even change it to knockdown.  If you took a couple of the rad blasts that have stun you could supplement the stun chance in FoT along with stun/sleep chance in your melee attacks. 

 

Blapping should not be exclusively melee.  Those range attacks are a good thing and there are ways of finding synergy.  

 

I don't think you should need power sink.  End drain is fine if you have a complementary combo.  But that is not helped by rad blast.  

 

I have run Radiation/Energy and Electric/Electric blappers.  The elec/elec was built around knockdown and drain.  The rad/atom was built around stun.  

 

 

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