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i27 Fire/Elec Builds


Nemu

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I had a few people asking me about Fire/Elec builds recently.

 

I've been playing around with various builds for the combo with i27. It took a hit on slotting efficiency because now I needed to slot Dynamo as well as Force of Thunder. My recent discovery of KO blow and @beradical's Fire/fire/x thread also pushed me to consider new perspectives in rebuilding Jezebel. Since I have Jezebel built on all the shards I respecced her with a different build on each shard.

 

The first build uses the high recharge Rune of Protection principle in @beradical's thread. The build doesn't shoot for softcapped defense but rather uses high recharge and ROP to augment survival. I ended up with something like this:

 

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!

Jezebel Delias RoP: Level 50 Science Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Sorcery
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery

Hero Profile:
Level 1: Flares -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(7), SprWntBit-Acc/Dmg/Rchg(9), SprWntBit-Dmg/EndRdx/Acc/Rchg(9), SprWntBit-Rchg/SlowProc(11)
Level 1: Electric Fence -- Empty(A)
Level 2: Fire Ball -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7)
Level 4: Mystic Flight -- WntGif-ResSlow(A), BlsoftheZ-ResKB(37), BlsoftheZ-Travel/EndRdx(48)
Level 6: Spirit Ward -- Prv-Absorb%(A)
Level 8: Charged Brawl -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(13), SprBlsWrt-Acc/Dmg/Rchg(13), SprBlsWrt-Acc/Dmg/EndRdx(15), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(17), SprBlsWrt-Rchg/Dmg%(17)
Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(11), Rct-ResDam%(43)
Level 12: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(46), GssSynFr--Build%(48)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Boxing -- Empty(A)
Level 18: Blaze -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(19), Apc-Acc/Rchg(19), Apc-Dmg/EndRdx(25), Apc-Dam%(34)
Level 20: Dynamo -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(23), PreOptmz-EndMod/Acc/Rech(23), PreOptmz-EndMod/End/Rech(25)
Level 22: Rune of Protection -- TtnCtn-ResDam/Rchg(A), Ags-ResDam/Rchg(43), UnbGrd-Rchg/ResDam(50)
Level 24: Tough -- GldArm-3defTpProc(A)
Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Acc/ActRdx/Rng(27), StnoftheM-Dmg/EndRdx/Rchg(29), StnoftheM-Dam%(29)
Level 28: Thunder Strike -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(33), Erd-Dmg(33), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(34), Mlt-Acc/Dmg/EndRdx(34)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(31), ShlWal-Def(31), ShlWal-ResDam/Re TP(31)
Level 32: Inferno -- SprAvl-Dmg/EndRdx(A), SprAvl-Acc/Dmg/EndRdx(36), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Rchg/KDProc(37)
Level 35: Force of Thunder -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(36), AbsAmz-Acc/Stun/Rchg(39), AbsAmz-Acc/Rchg(50)
Level 38: Shocking Grasp -- Hct-Acc/Dmg/Rchg(A), Hct-Acc/Rchg(39), Hct-Dmg/EndRdx(39), Hct-Dmg(40), Hct-Dam%(40), UnbCns-Dam%(40)
Level 41: Bile Spray -- Rgn-Dmg(A), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(42), Rgn-Knock%(43)
Level 44: Knockout Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(46), FrcFdb-Rechg%(46)
Level 47: Shark Skin -- StdPrt-ResDam/Def+(A), HO:Ribo(48)
Level 49: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(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 -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 50: Musculature Radial Paragon
Level 50: Ageless Radial Epiphany
Level 50: Diamagnetic Core Flawless Interface
Level 10: Shadow Recall -- Empty(A)
------------

 

You can try anything at least once. I tried this build, I did not like this build. For endgame and buff heavy teams this build works fine. Survival is not a big issue when you know how to play melee blasters even if you don't have uber defense, and a complete non issue when everyone is firing off judgement and destinies. However, it took one +4/8 pre-incarnate arachnos teaming session to highlight all the things I hate dealing with:

  • Not enough defense. Mu attacks kept getting through and I was out of end a lot, same against sappers, and IDF heavy troopers
  • Losing powersink and thus losing answers to end drain. And the build still chews through end even with fully slotted Dynamo. This can be fixed easily by changing some power picks though.
  • Blind really sucks and this build has no answers.
  • Can not go full invis which means dynamo never suppresses.

Whereas I used to just worry about breakfrees and a few lucks, now I have to worry about lucks, breakfrees (still need them during RoP downtime), insights and catch a breaths. I did not like that at all, not one bit.

 

The second build attempted to address some, but not all of these issues by dropping Mako for Mu and just picking up Charged Armor to free up slots for powersink and rain of fire, and to bump up ranged/e/n defense. In doing so it lost quite a bit of recharge which makes RoP recycle slower. This goes against the whole point of the high recharge RoP build philosophy, and the build still doesn't have an answer to blind. I hate blind.

 

All of that lead me full circle to an update on my original build.

 

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!

Jezebel Delias i27 S/L/R Softcap: Level 50 Science Blaster
Primary Power Set: Fire 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: Flares -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(43), Thn-Acc/Dmg/EndRdx(43)
Level 1: Electric Fence -- Empty(A)
Level 2: Fire Ball -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7)
Level 4: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(7)
Level 6: Charged Brawl -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(9), Mk'Bit-Dmg/Rchg(23), Mk'Bit-Acc/EndRdx/Rchg(39), Mk'Bit-Acc/Dmg/EndRdx/Rchg(39), Mk'Bit-Dam%(40)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(9), WntGif-ResSlow(50)
Level 10: Dynamo -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(11), SprAvl-Dmg/EndRdx(11), SprAvl-Acc/Dmg/EndRdx/Rchg(15), SprAvl-Rchg/KDProc(17)
Level 12: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(13), GssSynFr--Build%(13)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(17)
Level 18: Blaze -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(19), SprWntBit-Acc/Dmg/Rchg(19), SprWntBit-Dmg/EndRdx/Acc/Rchg(21), SprWntBit-Rchg/SlowProc(21)
Level 20: Boxing -- Empty(A)
Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), ShlWal-ResDam/Re TP(27)
Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(27), StnoftheM-Acc/ActRdx/Rng(29), StnoftheM-Dmg/EndRdx/Rchg(31), StnoftheM-Dam%(33)
Level 28: Thunder Strike -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(29), Erd-Dmg(33), Erd-Acc/Dmg/Rchg(33), Erd-Acc/Dmg/EndRdx/Rchg(34), Mlt-Acc/Dmg/EndRdx(34)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(31)
Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/Rchg(37), SprBlsWrt-Acc/Dmg/EndRdx(37), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(37), SprBlsWrt-Rchg/Dmg%(39)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36)
Level 38: Power Sink -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(40), PreOptmz-EndMod/Rech(40), PreOptmz-EndMod/Acc/End(42), PreOptmz-EndMod/Acc/Rech(42), PreOptmz-EndMod/End/Rech(43)
Level 41: Force of Thunder -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(42), AbsAmz-Acc/Rchg(46), AbsAmz-Acc/Stun/Rchg(46)
Level 44: Shocking Grasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(46)
Level 47: Rain of Fire -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50)
Level 49: Tactics -- HO:Cyto(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 10: Shadow Recall -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
------------

 

Since MIDS isn't updated the power picks are not in the correct order. Build up is the level 49 pick, powersink is picked up before level 30 and tactics is picked up at level 38. I'm not in love with the /elec changes but the one good thing that came out of the power shuffle is that having dynamo and powersink before level 30 completely solves the end issues that my build previously experienced while exemping down. I like exemping down to team. Being self sufficient and being able to carry a leveling team through a +4/8 arachnos radio in founders falls is important to me. This build is better suited for this purpose than the others, which are geared more towards the end game. YMMV

Edited by Nemu
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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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I had to respec mine for the i27 changes pretty happy with it most of the ideas came from your original build. Might swap the ff+rech into thunderstrike as you get it before force of thunder now. I always ran it with lightning field so dynamo was just a bonus. Not sure how the dmg tics work the ps set is in for the aoe bonus and to try and keep end bar full as long as possible as this seems to increase the dmg dynamo does. I can't fit RoF in the changes to pvp temps means sj is essential now just to get explore badges like the one in warburg ontop of the globe and even then its fiddly hopping on the statues knee. I've been running it thru a lot of content lately but haven't tested it against the really tough stuff. Agility was forced on it but the secondary is so good in /elec that doesnt bother me as i'm not looking for any more fun stuff from patron/epics. Its probably my fav blaster i've been playing /sonic a lot lately but 1 mez and disruption drops which is annoying. This build allows me to run clarion but sadly not musculature. although the end seems just about good enough that i can switch in barrier if needed, i'm still wondering if dynamo doesnt keep my blue bar full as long as i'm surrounded by mobs. They still melt. Yes that is 8 points of kb protection which isn't enough purely because i wanted both ss+sj with the full botz sets in for mobility: 

 

 

 

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

FIRE ELEC DYNAMO: Level 50 Science Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Electricity Manipulation
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(A), SprDfnBrr-Acc/Dmg/EndRdx(46), SprDfnBrr-Acc/Dmg/Rchg(46), SprDfnBrr-Dmg/Rchg(48), SprDfnBrr-Acc/Dmg(48), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(48)
Level 1:    Electric Fence            Empty(A)
Level 2:    Fire Ball            SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(3), SprFrzBls-Acc/Dmg/Rchg(15), SprFrzBls-Acc/Dmg/EndRdx(17), SprFrzBls-Dmg/EndRdx(17), SprFrzBls-Acc/Dmg(46)
Level 4:    Charged Brawl            SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(5), SprBlsWrt-Acc/Dmg/EndRdx(5), SprBlsWrt-Acc/Dmg/Rchg(13), SprBlsWrt-Dmg/Rchg(13), SprBlsWrt-Acc/Dmg(15)
Level 6:    Dynamo                PrfShf-End%(A), PrfShf-EndMod/Acc(7), PrfShf-Acc/Rchg(7), PrfShf-EndMod/Acc/Rchg(9), PrfShf-EndMod/Rchg(9), PrfShf-EndMod(11)
Level 8:    Super Speed            BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(50), BlsoftheZ-ResKB(50)
Level 10:    Hasten                RechRdx-I(A), RechRdx-I(11)
Level 12:    Aim                Empty(A)
Level 14:    Kick                Empty(A)
Level 16:    Build Up            Empty(A)
Level 18:    Blaze                SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(19), SprWntBit-Acc/Dmg/Rchg(19), SprWntBit-Acc/Dmg/EndRdx(43), SprWntBit-Dmg/Rchg(43), SprWntBit-Acc/Dmg(43)
Level 20:    Force of Thunder        RzzDzz-Acc/Rchg(A), RzzDzz-Acc/EndRdx(21), RzzDzz-Acc/Stun/Rchg(21), FrcFdb-Rechg%(42), SuddAcc--KB/+KD(42)
Level 22:    Tough                StdPrt-ResDam/Def+(A), GldArm-3defTpProc(23), UnbGrd-Max HP%(23), UnbGrd-ResDam/EndRdx/Rchg(37), UnbGrd-ResDam(40), UnbGrd-ResDam/EndRdx(42)
Level 24:    Weave                LucoftheG-Def/Rchg+(A), Rct-ResDam%(25), Rct-Def/EndRdx(25), Rct-Def(37)
Level 26:    Blazing Bolt            StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(27), StnoftheM-Acc/Dmg(27), StnoftheM-Dmg/EndRdx(31), StnoftheM-Dmg/ActRdx/Rchg(34)
Level 28:    Thunder Strike            Erd-%Dam(A), Erd-Acc/Dmg/EndRdx/Rchg(29), Erd-Acc/Dmg/Rchg(29), Erd-Dmg(31), OvrFrc-Dam/KB(31)
Level 30:    Combat Jumping            LucoftheG-Def/Rchg+(A), LucoftheG-Def(37)
Level 32:    Inferno                SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SprAvl-Acc/Dmg/Rchg(33), SprAvl-Acc/Dmg/EndRdx(33), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg(34)
Level 35:    Scorpion Shield            LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(36), ShlWal-Def(36), ShlWal-Def/EndRdx(36)
Level 38:    Shocking Grasp            SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(39), SprBlsCol-Acc/Dmg/Rchg(39), SprBlsCol-Dmg/EndRdx(39), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg(40)
Level 41:    Super Jump            BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(45), BlsoftheZ-ResKB(50)
Level 44:    Maneuvers            LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(45)
Level 47:    Tactics                HO:Cyto(A)
Level 49:    Power Sink            EffAdp-EndMod/Rchg(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(A)
Level 2:    Health                Pnc-Heal/+End(A), Mrc-Rcvry+(3)
Level 2:    Hurdle                Jump-I(A)
Level 2:    Stamina                EndMod-I(A)
Level 50:    Agility Core Paragon    
------------

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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|-------------------------------------------------------------------|

 

 

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  • 2 weeks later

I've been messing around with Nemu's build last few days and it's very fun, definitely a PBAOE build with ranged ST. 

The nice thing about Fire (or probably all blasters) if you can just tab-target and blast, and your toon revolves and shoots - like a turret.  No more chasing runners, esp with Snipes and their range. 

 

After getting level shifted, soloing +4/+8 Council is just relaxing ... COT is also pretty easy ... I managed to do +4/+8 carnies by long-distance build-up/aim sniping the Master Illusionists and Dark Mistresses to wipe them out at start and then picking off some of the other mobs at range ... what helped most with Carnies was the Pbaoe-Stun from Force of Thunder once I got swarmed.   Arachnos is the hardest group so far, have to be really careful picking targets/groups or I get planted pretty quick. 

 

What I like:

  • Stealth (IO) supresses damage from Dynamo, so SS + stealth-in-sprint lets me sneak into middle of mobs.
  • BU-Aim + Inferno = fun times ... not sure how much of a difference it makes to fire off 1-2 fast attacks first to try to get extra dmg bonus (does Force of Thunder give dmg bonus since it oes no damage)?
  • Non Inferno PBAOE chain is:  Fireball-ForceOfThunder(knocks shit down)-RainOfFire(macro to target)--Thunderstrike(knocks shit down again as they're getting up and trying to run out of rain) ... repeat.  The KDs keep them in the Rain, which is nice.  I wasn't exepcting the KD to be so good/useful. 
  • Shocking Grasp is a gutter hold for bosses due to the ATO proc.  Fun when it goes off.  Fast anim, too.
  • Dynamo does a surprising amount of constant low damage, and when the ATO proc triggers and KD's mobs in range, I laugh each time.   I sort of miss maybe slotting it for healing but again we're chasing S/L/R soft-caps. 

 

What I don't like:

  • Resists are pretty low in the build, like maybe 25% S/L and toxic.  When I get hit, it hurts.  HP seem low too.  Couldn't figure out how to work in the +HP IO and don't have the accolades yet.
  • Pretty reliant on Power Sink to refill end, but it's a fast cast and recharge so not too bad. 
  • Fireball and the melee attacks (Thunderstrike, Punch) do less damage than I hoped. 
  • Shocking Grasp is a slow DOT -- I'd proc it out for more up front damage, but I need the set bonuses to reach the S/L/R def caps.  It would take up to 6 damage proces and become a pretty heavy hitter, perhaps.  That said, a pretty decent ST chain seems to be BlazingBolt-Blaze-ShockingGrasp-ChargedBrawl -- I'll let math guru tell me if that's more dps than a chain with Flares.
  • The S/L/R def doesn't do much on fire farms or frankly that much on S/L farms (where again even 1-2 hits can really hurt if they ge thru).  Since it's a PBAOE blaster without hover, you're basically in melee on the farms and can't hover out.   Could swap out CJ and SS for Hover and Fly I suppose, but it would be slower to get into PBAOE range for Inferno and Force of Thunder and Thunderstrike.

I basically rebuilt @Nemu's build in my MIDS, cause I couldn't get his file to load:

(I went Musc Core T4, and currently am up to T3 in Clarion (120 second version), Longbow (invuln warden side, since I have no heals and the big pet should be good for hard targets -Regen), and Degen T3 higher -HP chance).

Spoiler

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 Technology Blaster
Primary Power Set: Fire 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: Flares -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/Rchg(3), Thn-Acc/Dmg/EndRdx(3)
Level 1: Electric Fence -- Empty(A)
Level 2: Fire Ball -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx(7), SprDfnBrr-Acc/Dmg(7), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(9)
Level 4: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(9)
Level 6: Charged Brawl -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg/EndRdx/Rchg(11), Mk'Bit-Acc/Dmg(11), Mk'Bit-Dmg/EndRdx(13), Mk'Bit-Dmg/Rchg(13), Mk'Bit-Acc/EndRdx/Rchg(15)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(15), WntGif-ResSlow(17)
Level 10: Rain of Fire -- Artl-End/Rech/Rng(A), Artl-Dam/End(21), Artl-Acc/Dam(21), Artl-Acc/Rech/Rng(23), Artl-Acc/Dam/Rech(23), Artl-Dam/Rech(25)
Level 12: Aim -- GssSynFr--Build%(A), RctRtc-ToHit/Rchg(19), RctRtc-Pcptn(19)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 16: Thunder Strike -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(25), Erd-Dmg(27), Erd-Acc/Dmg/Rchg(27), Erd-Acc/Dmg/EndRdx/Rchg(29), Mlt-Acc/Dmg/EndRdx(29)
Level 18: Blaze -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(31), SprWntBit-Acc/Dmg/Rchg(31), SprWntBit-Dmg/EndRdx/Acc/Rchg(31), SprWntBit-Rchg/SlowProc(33)
Level 20: Lightning Field -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg(33), SprAvl-Dmg/EndRdx(33), SprAvl-Acc/Dmg/EndRdx(34), SprAvl-Acc/Dmg/Rchg(34)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(34)
Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Acc/ActRdx/Rng(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dam%(37)
Level 28: Power Sink -- PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/Acc/Rech(37), PreOptmz-Acc/Rech(37), PreOptmz-EndMod/Rech(39), PreOptmz-EndMod/End(39), PreOptmz-EndMod/Acc/End(39)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(40), ShlWal-Def/EndRdx(40), ShlWal-Def(40)
Level 32: Inferno -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg(42), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(43), Rct-Def/EndRdx/Rchg(45), Rct-Def(45)
Level 38: Force of Thunder -- FrcFdb-Rechg%(A), SuddAcc--KB/+KD(46), AbsAmz-Acc/Rchg(46), AbsAmz-Acc/Stun/Rchg(48)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(46)
Level 44: Shocking Grasp -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48), SprBlsCol-Acc/Dmg/EndRdx(50), SprBlsCol-Acc/Dmg/Rchg(50)
Level 47: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(50)
Level 49: Tactics -- HO:Cyto(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 -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
------------


| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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I guess I thought overall a pure blaster PBAOE version would just do *insane* damage, but one thing I see is that damage is capping out at say 270-300 + proc on Blazing Bolt (w/o Aim_BU) and maybe up to 670+proc on Inferno with Aim-BU up ... from what I recall, I was getting bigger numbers with my TW/Bio scrap (i27) on some hits due to criticals.  I guess it's more consistent on the blaster, I just though the non-Aim-BU buffed damage would be even higher.   The higher radius and bigger target caps are obviously nice. 

Edited by brasilgringo
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I tweaked the build a little more to squeeze more procs in and this is where I'm at now. I sacrificed some s/l defense to get there but it should not be a huge problem since the build can cycle knockdowns to minimize melee retaliation, ranged defense is far more important and I kept that as close to soft cap as possible.

 

Endurance management is better with dynamo slotted for end recovery, and I get a bit extra global recharge out of that too. Damage on Thunder Strike and Shocking Grasp is much better. Since end management is better early game one could move power sink to a late game pick and move rain of fire up for more AoE early - mid game.

 

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!

Jezebel Delias: Level 50 Mutation Blaster
Primary Power Set: Fire 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: Flares -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7)
Level 1: Electric Fence -- HO:Endo(A)
Level 2: Fire Ball -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(9), Artl-Acc/Rech/Rng(11), Artl-End/Rech/Rng(13)
Level 4: Charged Brawl -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(15), SprBlsCol-Rchg/HoldProc(17)
Level 6: Super Speed -- BlsoftheZ-ResKB(A)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17), WntGif-ResSlow(34)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Aim -- GssSynFr--Build%(A)
Level 14: Boxing -- Empty(A)
Level 16: Thunder Strike -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg/EndRdx/Rchg(34), Arm-Dam%(37), SuddAcc--KB/+KD(37), FrcFdb-Rechg%(37)
Level 18: Blaze -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(19), SprWntBit-Acc/Dmg/Rchg(19), SprWntBit-Dmg/EndRdx/Acc/Rchg(33), SprWntBit-Rchg/SlowProc(33)
Level 20: Dynamo -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(23), PreOptmz-EndMod/Acc/Rech(23), PreOptmz-EndMod/End/Rech(27)
Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(46)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), ShlWal-ResDam/Re TP(27)
Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(45), StnoftheM-Acc/ActRdx/Rng(45), StnoftheM-Dmg/EndRdx/Rchg(46), StnoftheM-Dam%(46)
Level 28: Power Sink -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(29), PreOptmz-EndMod/Rech(29), PreOptmz-EndMod/Acc/End(31), PreOptmz-EndMod/Acc/Rech(31), PreOptmz-EndMod/End/Rech(33)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), HO:Cyto(31)
Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(45)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36)
Level 38: Force of Thunder -- AbsAmz-EndRdx/Stun(A), AbsAmz-Acc/Rchg(39), SuddAcc--KB/+KD(39), FrcFdb-Rechg%(39)
Level 41: Shocking Grasp -- GhsWdwEmb-Dam%(A), NrnSht-Dam%(42), UnbCns-Dam%(42), Hct-Acc/Dmg/Rchg(42), Hct-Dmg/EndRdx(43), Hct-Dam%(43)
Level 44: Tactics -- HO:Cyto(A)
Level 47: Rain of Fire -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50)
Level 49: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(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 10: Shadow Recall -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
------------

 

Edited by Nemu
  • Like 1

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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Nemu, I'll check out the new build, thanks for posting. My one suggestion is to use the Ovewhelming Force KD->KB IO in Thunderstrike in place of the Sudden Acceleration, because it also gives Dmg as an IO and will put Thunderstrike Closer to its full damage % cap. 

 

Dropping to <40% S/L defense doesn't worry you vs. the damage you picked up?  The minute we move away from the soft-cap, a whole world of slotting opens up, but we've moved away from the soft-cap. 

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The overwhelming force proc still allows mobs to be knocked back from time to time when slotted in TS. I had it in one of my very early builds and quickly swapped it out after I saw the result.

 

40% S/L defense is plenty defense against a lot of content but I wouldn't drop it any lower. a mystic buff or a mutation can also help get closer to S/L softcap. Range defense is the more important of the two and so that stays near softcap. The path to success lies with the knockdowns and also knowing when to hop out of melee. If you stand your ground and stay in melee you increase your risk that RNG will fail you. Exploiting mob AI by moving will go a long way towards keeping you from the hospital.

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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  • 2 months later
On 1/1/2021 at 5:43 PM, Nemu said:

I tweaked the build a little more to squeeze more procs in and this is where I'm at now. I sacrificed some s/l defense to get there but it should not be a huge problem since the build can cycle knockdowns to minimize melee retaliation, ranged defense is far more important and I kept that as close to soft cap as possible.

 

Endurance management is better with dynamo slotted for end recovery, and I get a bit extra global recharge out of that too. Damage on Thunder Strike and Shocking Grasp is much better. Since end management is better early game one could move power sink to a late game pick and move rain of fire up for more AoE early - mid game.

 

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!

Jezebel Delias: Level 50 Mutation Blaster
Primary Power Set: Fire 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: Flares -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(7)
Level 1: Electric Fence -- HO:Endo(A)
Level 2: Fire Ball -- Artl-Acc/Dam(A), Artl-Dam/End(7), Artl-Dam/Rech(9), Artl-Acc/Dam/Rech(9), Artl-Acc/Rech/Rng(11), Artl-End/Rech/Rng(13)
Level 4: Charged Brawl -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(13), SprBlsCol-Acc/Dmg/EndRdx(15), SprBlsCol-Dmg/EndRdx/Acc/Rchg(15), SprBlsCol-Rchg/HoldProc(17)
Level 6: Super Speed -- BlsoftheZ-ResKB(A)
Level 8: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(17), WntGif-ResSlow(34)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11)
Level 12: Aim -- GssSynFr--Build%(A)
Level 14: Boxing -- Empty(A)
Level 16: Thunder Strike -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(34), SprAvl-Acc/Dmg/EndRdx/Rchg(34), Arm-Dam%(37), SuddAcc--KB/+KD(37), FrcFdb-Rechg%(37)
Level 18: Blaze -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(19), SprWntBit-Acc/Dmg/Rchg(19), SprWntBit-Dmg/EndRdx/Acc/Rchg(33), SprWntBit-Rchg/SlowProc(33)
Level 20: Dynamo -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(23), PreOptmz-EndMod/Acc/Rech(23), PreOptmz-EndMod/End/Rech(27)
Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(46)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(25), ShlWal-Def(25), ShlWal-ResDam/Re TP(27)
Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(45), StnoftheM-Acc/ActRdx/Rng(45), StnoftheM-Dmg/EndRdx/Rchg(46), StnoftheM-Dam%(46)
Level 28: Power Sink -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(29), PreOptmz-EndMod/Rech(29), PreOptmz-EndMod/Acc/End(31), PreOptmz-EndMod/Acc/Rech(31), PreOptmz-EndMod/End/Rech(33)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), HO:Cyto(31)
Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(45)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), Rct-Def(36), Rct-Def/EndRdx(36), Rct-ResDam%(36)
Level 38: Force of Thunder -- AbsAmz-EndRdx/Stun(A), AbsAmz-Acc/Rchg(39), SuddAcc--KB/+KD(39), FrcFdb-Rechg%(39)
Level 41: Shocking Grasp -- GhsWdwEmb-Dam%(A), NrnSht-Dam%(42), UnbCns-Dam%(42), Hct-Acc/Dmg/Rchg(42), Hct-Dmg/EndRdx(43), Hct-Dam%(43)
Level 44: Tactics -- HO:Cyto(A)
Level 47: Rain of Fire -- Artl-Acc/Dam(A), Artl-Dam/End(48), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50)
Level 49: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(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 10: Shadow Recall -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
------------

 

 

 

 

 

 

 

Hey Nemu, Thank you for posting the build. I am leveling up a new blaster and having a really good time with it. I had a few questions on playstyle if ya don't mind... 

 

  • With main def as ranged are you staying at range for the most part except to hit with inferno? As I am leveling up i see TS does a ton of dmg and knocks em down but I worry i will just get melted if I stay in to hit the groups with it after my inferno
  • With powers like force of thunder, shocking, and power sink are you using those just for enemies that come near you or  something else?
  • Also with the slotting for the + to rech on TS and FoT, is that where you are able to cycle your other powers quicker than just norm?

Thanks for this any any other tips you have,. I just hit 36 and starting to get the build to come together some. Lots of fun so far.

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If you happen to read my other posts (I post a lot in the blaster forum 😁) you'll find out I'm a huge proponent of melee blasting.  This build is designed to hold it's own in melee range by cycling force of thunder and thunderstrike to keep mobs consistently knocked down. Because of the active mitigation I can skim a little bit from S/L defense which is meant to cover most melee range attacks.

 

Range defense covers everything else you can't directly interact with via force of thunder/thunderstrike. It is even more important because those things you can't interact with are more likely to land debuffs/mezzes on you from range. The ones in melee range you can keep knocked down/kill.

 

Melee blasting isn't the same as being a derpy melee AT, standing in one spot and trying to dps a pylon down. We are smarter than that. You have to understand when to be in melee range and when not to be. /Elec can create opportunities for you to stay in melee range longer through all the knockdowns but that doesn't mean you should stand still under those incarnate banished pantheon/Talon damage patches or under longbow sonic debuffs. Movement is key here and that ties into your inferno question (although you have enough defenses to inferno the dumb way which is to run in, look constipated for 4 seconds right smack in the middle of things that notice you and start smacking you). Learn to hop in, hop out with your attack animations queued and animating where you land. This is called Jousting.

 

Master movement, understand when you should and should not be in melee, inspiration use, and finally the build. These are the keys to success.

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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9 minutes ago, Nemu said:

If you happen to read my other posts (I post a lot in the blaster forum 😁) you'll find out I'm a huge proponent of melee blasting.  This build is designed to hold it's own in melee range by cycling force of thunder and thunderstrike to keep mobs consistently knocked down. Because of the active mitigation I can skim a little bit from S/L defense which is meant to cover most melee range attacks.

 

Range defense covers everything else you can't directly interact with via force of thunder/thunderstrike. It is even more important because those things you can't interact with are more likely to land debuffs/mezzes on you from range. The ones in melee range you can keep knocked down/kill.

 

Melee blasting isn't the same as being a derpy melee AT, standing in one spot and trying to dps a pylon down. We are smarter than that. You have to understand when to be in melee range and when not to be. /Elec can create opportunities for you to stay in melee range longer through all the knockdowns but that doesn't mean you should stand still under those incarnate banished pantheon/Talon damage patches or under longbow sonic debuffs. Movement is key here and that ties into your inferno question (although you have enough defenses to inferno the dumb way which is to run in, look constipated for 4 seconds right smack in the middle of things that notice you and start smacking you). Learn to hop in, hop out with your attack animations queued and animating where you land. This is called Jousting.

 

Master movement, understand when you should and should not be in melee, inspiration use, and finally the build. These are the keys to success.

Thanks for the great reply. I appreciate the help!

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On 12/13/2020 at 4:18 PM, Nemu said:

I like exemping down to team. Being self sufficient and being able to carry a leveling team through a +4/8 arachnos radio in founders falls is important to me. This build is better suited for this purpose than the others, which are geared more towards the end game. YMMV

You're not alone. I'm one of those weirdos that likes exemping too and I appreciate when people post builds that exemp well. 

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One of the great things about this build -- and how I use it -- is the alternate KDs from Force of Thunder and Thunderstrike to keep mobs flopping as Rain of Fire works its magic on them.  They can't run when they're on their backs.  RoF->FoT->Fireball->Thunderstrike is fun for the whole family and AOE goodness. 

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29 minutes ago, brasilgringo said:

One of the great things about this build -- and how I use it -- is the alternate KDs from Force of Thunder and Thunderstrike to keep mobs flopping as Rain of Fire works its magic on them.  They can't run when they're on their backs.  RoF->FoT->Fireball->Thunderstrike is fun for the whole family and AOE goodness. 

Yup, KD is very underrated, just like slow auras. But KD is magnitudes more FUN and build enabling (FF procs), plus knocking everything around you down FEELS super.

 

I will say that /Elec is a different beast without IOs, and for the worse. I ran an SO only no incarnate MLTF/LRSF combo and had to rebuild Jezebel completely for that purpose. Without the KB->KD in Thunder Strike and FOT the build is significantly less impressive.

 

TL;DR The kb->kd IOs in FOT and Thunderstrike are game changers.

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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Oh I'm not that selfish, it's not MY strongest. It's the people's champion, it is THE strongest.

 

tenor.gif

 

 

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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  • 7 months later

Hi Nemu - could you share your thoughts on an iteration of this build without superspeed? I *hate* superspeed as a travel power, and would prefer to fly. That, however, changes multiple aspects of your build and I'm not as familiar with the nuances to compensate well. 

Thank you for your time.

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Super speed + a stealth IO in sprint gives you invisibility against most mobs. 

 

The most practical solution is to purchase some jetpacks from the P2W vendor. That sacrifices nothing.

 

If you really want fly then you can go hover melee blaster and take hover + fly + evasive maneuvers and drop combat jumping, super speed and most likely tactics.

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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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Thank you, Nemu. I think you are correct - I didn't know the P2P lady had jetpacks. 

I'm using this build with The electrical mastery set (shocking bolt for the hold instead of shocking grasp; charged armor instead of scorpion shield). What are your thoughts on best resist damage set in this case?

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10 hours ago, BengalBilly said:

Thank you, Nemu. I think you are correct - I didn't know the P2P lady had jetpacks. 

I'm using this build with The electrical mastery set (shocking bolt for the hold instead of shocking grasp; charged armor instead of scorpion shield). What are your thoughts on best resist damage set in this case?

Unbreakable restraint for the S/L def at 4 slots is probably your best bet, include the +7.5% HP unique. I'd also proc monster shocking bolt - one Nucleus HO and the rest procs. Decimation build up proc should be one of those procs.

 

I typically do not need holds or other hard control with softcapped defenses and the two knockdown AoEs. Therefore I don't treat Shocking Grasp as a hold most of the time, I treat it as a 1 second cast time attack. Because it is a damage over time I loaded it with a few procs to front load damage. One of the appeals of fire/elec is that the combo has loads of fast casting attacks in DPS mode, in the time that it takes for most other sets to execute 2 attacks this combo would have unloaded 3 or 4 high DPA attacks. 

 

If you go the resist armor route you lose the luxury of having high S/L defense which is meant to cover most melee range attacks, therefore you'll have to dance a bit more in melee range. I've done melee blasters with a resist shield and KO Blow, it's doable, but requires more movement.

 

8 hours ago, DarknessEternal said:

Is the most recently posted build also modernly optimized?

It's optimized for me, YMMV

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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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  • 1 month later

The internet told people fire/fire/x is the way to go for max FAPPAGE and people believe the internet because it's the internet.

 

But now Fire/Elec is starting to gain traction, so I need to move to a new cool kids club build.

 

Introducing - staff/regen broote with whirlwind.

 

That's never going to take off into mainstream, so I'll be cool forever!

Edited by Nemu
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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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