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Best Blappers?


Snarky

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I have (mostly) achieved my goal of a fully ranged Blaster.  Two actually, that i like.  Elec/Temp/Force, and Ice/Temp/Ice.

 

Now, with great trepidation, I look at placing my fragile self directly in the crapper.  PBAoE most of the time. 

 

What are the best Blaster powerset combos to achive this with?  i am talking for general all around teaming, a LOT of Task Forces and Incarnate Trials.  THis is not a science project for clearing a map on a stop watch.  What actually WORKS best when playing the game with others?

 

I have been looking at the pick my Blaster thread.  Fire stands out as a primary.  How could it not?  But then Radiation with the big hold on the nuke looks interesting.  Of course I love Dark.  But looking for more round aoE than cones.  Fire/Temp has interesting synergy.  As does....Fire/Ice.  Those cone from fire mixed with the fat lazy cone from ice would be hilarious to cast.  Dark/Temp would make a solid Blapper.  I would consider Dark/Dark.  But trying to nail the Soul Drain before the Nuke takes a special kind of crazy I am not sure I have.  A Rad/Rad/Force also looks interesting, powerwise and conception all working together (jumpbot 2300 series!)

 

Thanks.

Edited by Snarky
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Fire/Rad or Fire/Elec would be my picks.  Fire/Elec has some great melee attacks that you can slot with KD->KB and +recharge, so shit stays fallen down in your Rain of FIre.  It also has a nice damage aura and really has no end issues ever with Power Sink.  And it has two great fast-animating ST melee attacks (one if you slot it with procs for up front damage). @Nemu and I have posted some builds.   I'll throw my most recent ones below.  Rad has less blappy goodness (Tier 9 takes too long) but it benefits from being in the middle of mobs with Beta Decay, and has a somewhat useless but neat mechanic in Gamma Ray (basically an accuracy debuff you can apply to a single mob, good for AVs that don't die instantly).

 

Fire/Rad:

Spoiler

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Inhuman Target: Level 50 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Atomic Manipulation
Power Pool: Leaping
Power Pool: Speed
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: Electron Shackles -- TraoftheH-Immob/Acc(A)
Level 2: Fire Ball -- Artl-Dam/End(A), Artl-Acc/Dam/Rech(7), Artl-Acc/Dam(9), PstBls-Dam%(9), Bmbdmt-+FireDmg(11), JvlVll-Dam%(11)
Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(13), BlsoftheZ-ResKB(13), BlsoftheZ-Travel/EndRdx(15)
Level 6: Rain of Fire -- Artl-Acc/Dam(A), Artl-Dam/End(15), Artl-Dam/Rech(17), Artl-Acc/Dam/Rech(17), Artl-Acc/Rech/Rng(19), Artl-End/Rech/Rng(19)
Level 8: Super Speed -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(21)
Level 10: Ionize -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(21)
Level 12: Aim -- GssSynFr--Build%(A), RctRtc-ToHit/Rchg(23), RctRtc-Pcptn(23)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 16: Beta Decay -- AchHee-ResDeb%(A)
Level 18: Blaze -- Thn-Acc/Dmg/EndRdx(A), Thn-Dmg/EndRdx(25), Thn-Acc/Dmg(27), Apc-Dam%(27), GldJvl-Dam%(29)
Level 20: Metabolic Acceleration -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(29), PreOptmz-EndMod/Acc/End(31), PreOptmz-EndMod/Rech(31), PreOptmz-EndMod/Acc/Rech(31), PreOptmz-EndMod/End/Rech(33)
Level 22: Kick -- ExpStr-Acc/KB(A), ExpStr-Dmg/KB(33), ExpStr-Dam%(33)
Level 24: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(34), UnbGrd-Max HP%(34)
Level 26: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(34), StnoftheM-Acc/ActRdx/Rng(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dam%(36), GldJvl-Dam%(37)
Level 28: Atom Smasher -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx/Rchg(37), SprAvl-Acc/Dmg/Rchg(39), SprAvl-Rchg/KDProc(39), Arm-Dam%(39)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(40), ShlWal-Def(40), ShlWal-ResDam/Re TP(40)
Level 32: Inferno -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/EndRdx(42), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(43)
Level 35: Scorpion Shield -- LucoftheG-Def/EndRdx(A), Rct-Def(43), Rct-Def/EndRdx(45), Rct-ResDam%(45)
Level 38: Positronic Fist -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(46), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46), SprBlsCol-Rchg/HoldProc(46)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48)
Level 44: Negatron Slam -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(48), Mk'Bit-Dmg/Rchg(48), Mk'Bit-Acc/EndRdx/Rchg(50), Mk'Bit-Acc/Dmg/EndRdx/Rchg(50), Mk'Bit-Dam%(50)
Level 47: Tactics -- HO:Cyto(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- 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)
Level 49: Quick Form 
------------

 

I think the Fire/Elec is Nemu's build but I basically adopted it 🙂

Spoiler

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

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: Rain of Fire -- Artl-Acc/Dam(A), Artl-Dam/End(11), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(50), Artl-End/Rech/Rng(50)
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), OvrFrc-Dam/KB(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: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 49: Build Up -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(50)
Level 1: Defiance 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 49: 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 4: Ninja Run 
------------

 

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1 hour ago, brasilgringo said:

Fire/Elec

+1 for a classic!

 

Fire/elec further optimizes the already outstanding fire ST damage with some some beautiful punches. Shocking grasp and charged brawl are stand-outs in my experience. Force of Thunder can be an interesting "get off my back" KD with the -KB proc slotted. It animates quickly compared to other similar powers.

 

I am personally not a big fan of Thunderstrike, but you may like it. I find it a bit cludgy getting stuck in that long animation in melee.

 

/Temp puts on a really good show for Blapping as well. End of Time is a worthy pbaoe, and Future pain is indeed very painful. You also get a more generally usable control power and a grab bag of other little buffs.

 

Although it's not the most popular, I give /Ninja a good nod as well. Blinding powder once procced with the purple confuse proc is almost like having Seeds of Confusion in your pocket, and the melee attacks were significantly buffed in the last pass.

 

Honestly though, Good old Fire/fire works really well. You aren't gaining any real ST melee power here, but Fire/ doesn't really need it as much as other sets. You also get a lot of passive damage just standing in melee range, and hot feet is pretty minimal scatter with rain of fire blasting down from the sky. Everything is slowed very nicely while roasting alive and running away from you. I don't really recommend Combustion or even Fire sword circle. With modest recharge slotting, they won't factor into your aoe chain from the primary, and they are suboptimal compared to all of the primary aoes. 

Edited by Onlyasandwich
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Fire/* is ahead in terms of damage. 

 

I main a fire/fire; and played an ice/fire (another viable build). I also tried beam/sonic which ended up being purely ranged. Low dps but effective debuffer. 

 

Fire/fire/fire spoils me and I can't get behind any other blaster combo. I play a lot of TF's on this toon, and it's effective from Posi all the way to STF and beyond. However, fire/fire lacks mitigation, and it took me quite some time (and influence) to figure out how not to die. If you're feeling hesitant, other fire/* combos will have more mitigation, but fire/fire once you've got it tuned to your playstyle should give you the most literal bang for your buck. 

 

Note: I've been meaning to build a fire/em which I consider *the* blapper king, but haven't gotten around to it. 

 

P.S. Have a little more love for the science projects. They're usually the ones that also work great when playing with others. 

Edited by Olly
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Elec secondary feels like the strongest option (for me) due to the mitigation/force feedback of all the knockdown, and the blaster version of thunder strike feels great compared to the others due to the big splash radius.

 

I play a Dual Pistols/Elec that is almost always in melee range and the synergy is strong with the PBAOE nuke that gives defense and all the additional force feedback procs you can slot in the set. Charged Brawl, Thunderstrike, Shocking Grasp and Force of Thunder are all really smooth activations that feel chunky good, Dynamo gives some damage aura goodness too.  I tend to not bother with Havoc Punch (it's okay) or Power Sink (don't need it with fully slotted dynamo) but they are options.  My DP/Elec is softcap S/L base and softcap vs ranged during the short nuke defense buff, which works out well for survivability mixed with two large PBAoE knockdowns.  Suppressive fire and shocking grasp procced also means you have two very high damage stacking holds for any hard targets.  Would recommend!

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9 hours ago, Olly said:

Fire/* is ahead in terms of damage. 

 

I main a fire/fire; and played an ice/fire (another viable build). I also tried beam/sonic which ended up being purely ranged. Low dps but effective debuffer. 

 

Fire/fire/fire spoils me and I can't get behind any other blaster combo. I play a lot of TF's on this toon, and it's effective from Posi all the way to STF and beyond. However, fire/fire lacks mitigation, and it took me quite some time (and influence) to figure out how not to die. If you're feeling hesitant, other fire/* combos will have more mitigation, but fire/fire once you've got it tuned to your playstyle should give you the most literal bang for your buck. 

 

Note: I've been meaning to build a fire/em which I consider *the* blapper king, but haven't gotten around to it. 

 

P.S. Have a little more love for the science projects. They're usually the ones that also work great when playing with others. 

You got a build for that firex3 to share? Is it ranged?

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Have I got a build for you!  Rad/nrg.  Mine lives in melee and it is so. much. fun.  I wish I hadn't used double XP on him because he was such a joy to play through the levels.  I thought playing a fully-melee blaster was going to be a bit of a foolish gimmick, but he turned out so satisfying and contributes greatly to teams. 

 

/Energy for blapping is so good in so many ways.  Crunchy, hard-hitting attacks -- Energy Punch and Bonesmasher at the core, with awesome DPA, and Power Thrust with a KB2KD is also a great blappy-attack.  Energize is blue bar friendly and gives stun protection. 

 

Rad has quick activating AOEs you can use in melee -- Irradiate (PBAOE) and Neutron Bomb (Targeted AOE).  Nuke is also PBAOE. 

I always jump straight in and open with Irradiate as the 'softener' which has two -res procs, the blaster status protection proc, and does -DEF.  Launch Neutron Bomb, then start unloading the punches on whatever's still standing.

 

At lower levels my melee attack chain includes Cross Punch and Neutrino Bolt.  At higher levels, Total Focus. 

 

Survivability-wise, he does fine enough solo.  Scorpion shield for high S/L/E defense, good regen rates from Energize, and lots of ST disorients/knockdowns for hard targets.  You can skip Clarion and take Barrier because status protection is well covered between CJ, acrobatics, energize, and +status proc from Defiant Barrage in Irradiate. 

 

In a team setting I can play even more aggressively in melee, and take great joy punching away in the thick of it with the scrappers/tanks/brutes. 

 

Build:

Spoiler

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

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

Hero Profile:
Level 1: Neutrino Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(5), SprWntBit-Dmg/EndRdx/Acc/Rchg(5)
Level 1: Power Thrust -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx/Rchg(9), CrsImp-Acc/Dmg/Rchg(9), SuddAcc--KB/+KD(11)
Level 2: Energy Punch -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(11), SprDfnBrr-Acc/Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/EndRdx(13), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(15), TchofDth-Dam%(15)
Level 4: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(17), SprBlsCol-Acc/Dmg/EndRdx(19), SprBlsCol-Acc/Dmg/Rchg(19), SprBlsCol-Dmg/EndRdx/Acc/Rchg(21)
Level 6: Irradiate -- Arm-Dmg(A), Arm-Dam%(21), ScrDrv-Acc/Dmg(23), DfnBrr-Rchg/+Status Protect(23), FuroftheG-ResDeb%(25), AchHee-ResDeb%(25)
Level 8: Build Up -- RechRdx-I(A), RechRdx-I(27)
Level 10: Bone Smasher -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(27), SprBlsWrt-Acc/Dmg/Rchg(29), SprBlsWrt-Acc/Dmg/EndRdx(29), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(31), SprBlsWrt-Rchg/Dmg%(31)
Level 12: Super Jump -- Jump-I(A)
Level 14: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(31), UnbGrd-ResDam/EndRdx(33), UnbGrd-Max HP%(33), UnbGrd-ResDam(33), UnbGrd-ResDam/EndRdx/Rchg(34)
Level 16: Energize -- NmnCnv-Heal/EndRdx/Rchg(A), NmnCnv-Heal/EndRdx(34), NmnCnv-Heal/Rchg(34), NmnCnv-Heal(36), NmnCnv-EndRdx/Rchg(36), NmnCnv-Regen/Rcvry+(36)
Level 18: Cross Punch -- Erd-Dmg(A), Erd-Acc/Dmg/EndRdx/Rchg(37), Erd-%Dam(37), ScrDrv-Acc/Dmg(37), ScrDrv-Dam%(39)
Level 20: Hasten -- RechRdx-I(A), RechRdx-I(39)
Level 22: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(40)
Level 24: Acrobatics -- EndRdx-I(A)
Level 26: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40), LucoftheG-Def(40)
Level 28: Aim -- RechRdx-I(A), GssSynFr--Build%(39), RechRdx-I(42)
Level 30: Neutron Bomb -- Bmbdmt-Dam(A), PstBls-Acc/Dmg/EndRdx(48), PstBls-Dam%(48), Bmbdmt-+FireDmg(50), TchofLadG-%Dam(50), ShlBrk-%Dam(50)
Level 32: Atomic Blast -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(45)
Level 35: Scorpion Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(45), LucoftheG-Def/Rchg+(45)
Level 38: Total Focus -- Hct-Dmg(A), Hct-Dmg/Rchg(46), Hct-Acc/Dmg/Rchg(46), Hct-Acc/Rchg(46), Hct-Dam%(48)
Level 41: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42)
Level 44: Assault -- EndRdx-I(A)
Level 47: Tactics -- EndRdx-I(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Defiance
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Prv-Absorb%(A), Pnc-Heal/+End(17)
Level 2: Stamina -- PwrTrns-+Heal(A)
------------

 

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/Energy and /Elect are the classic secondary blapper sets.  /MA, /Katana, and /Rad are new, fun options.  

 

Primary doesn't matter so much because you probably only take 2 ST powers from it, and one of those is usually the quick-snipe. 

 

Fire/ gets a lot of attention because Blaze is just straight up the best attack in the game.  And Fireball is pretty great as well.   Cold/ is neat with the holds available... it makes a really great pairing with /elec.  DP/ has some great AoE options and a lot of style points.

 

Water/MA is a oddly powerful choice.  The two sets compliment each other really well with knocks and slows from both sets.  Add in the self-heal and absorb and you find yourself with a lot of soft survivability powers that are still viable against +3s and +4s to layer above the normal soft-cap defenses.  The damage output is disappointing compared to others, but still a really fun toon, IMHO.

 

 

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Active on Excelsior:

Prismatic Monkey - Seismic / Martial Blaster, Shadow Dragon Monkey - Staff / Dark Brute, Murder Robot Monkey - Arachnos Night Widow

 

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Best blapper is the one you play or anything/anything...

 

yeah... with that out of the way here's my breakdown.

 

For the context of this post when I say mitigation I refer to sustainable mass mitigation, as that is better suited for +4/8 mob density than single target control. I don't consider the 90 second base recharge mez powers sustainable mass mitigation, and I never take those unless they are a REALLY good mule for set bonuses. (i.e. confuse/accurate to hit debuff)

 

I don't need to elaborate on Fire/Elec. It's been a sleeper for a while but I've seeing more of them in the field. It's the best combination of speed/damage, mitigation and utility, no other combo can compare.

 

/Ice and /Martial are fine choices as well. The slow/fear aura is very effective and often underestimated (AND you don't need to retoggle it when mezzed, unlike hotfeet) and they both have a good mix of ST and AoE offense plus mitigation. The only thing I don't like about martial is the inability to slot reach for the limit, that's a quick 1.88% S/L bonus denied.

 

Haven't leveled /temp high enough. It's got loads of slow resist and a recharge bonus so there's that. 2 ST attacks and a PBAoE means it's a decent melee blasting secondary. I wouldn't put it above Elec, Ice/or Martial though because it doesn't have the level of mitigation those sets have. The slow resist I can get through winters and I'd most likely overcap on slow resist even on temp because my builds will end up using a few winter sets anyway to get the numbers I want.

 

/Mental is a contender now with the rework. The hard part will be building for perma drain psyche while trying to fit in all the other bonuses I usually aim for. It'll be in the same tier as temp due to the lack of mitigation.

 

/Fire lacks mitigation and what little it has comes too late and is unreliable. I'd like the set to have another ST attack although I often treat burn that way. (pro tip you can joust burn but only the upfront damage portion will hit) I don't like hotfeet, it's hot garbage for the end cost, the level you get it, and the detoggle. I do like combustion's radius, even with it's animation time and I prefer it over fire sword circle, I'm weird.

 

/Sonic is also middle of the road. I'd rather they put the -res aura in the sustain slot and just make it the sustain. All attacks can hold but it never amounts to much. I can catch maybe 2 minions with the PBAoE and the single target attacks will proc every once in a blue moon to targets that need to be held, so the mitigation potential isn't that great. The sleep protection granted by the sustain is good though, it's one of the better status protections granted by a sustain. If you always have the support of the team to take care of your survival this has a lot of proc monster potential that can push it higher.

 

/Ninja is ok. great for theme, middle of the road on performance. The PbAoE in /Ninja has a tiny radius and that needs to be fixed. Crit mechanic does make me feel giddy when it procs.

 

I have a dark/rad blaster, only reason I made it is to take posi fist AND knockout blow. /Rad looks good on paper but the long animations are disappointing. I do not like detoggleable auras on blasters. that's one more thing I need to manage and I'd rather shoot and punch stuff. I can get the recharge buff through active use of powers that grant me the FF proc, I don't need something that 1 - I need to constantly toggle back on when I get mezzed, 2 - Saturate myself with mobs to get the most benefit. Blasters are not tanks, weaving in and out of combat should be second nature, and when you do that you won't get the full benefit of the aura. At least it has a 15 feet radius and the sustain is one of the better ones.

 

/Plant is ok, Nothing spectacular from a melee blasting perspective. The -regen will be appealing to some but I find it inconsequential and extremely situational and not a compelling reason to pick plant or /temp (/mental is another matter). Thorn bust does have a nice radius and joins the ranks of Combustion, Deafening wave and Psi showckwave. I like PBAoEs with 15 feet radius.

 

/Energy lacks AoE and therefore lacks versatility. It's a good secondary, just not my first pick for a melee blaster. I do recommend it however as the most optimal pairing for electric blast if you want to sap.

 

/Dark suffers from setup and scale. Soul drain is nice when you can feed it, the fact that you need to fire that off first to get the damage buff means you are going to have to skip to the next group to do some real damage on steamrolling teams or worse, someone uses fold space and you get minimal or no buff for the next 30 seconds. I prefer popping build up or aim on my way to the spawn so I can blow them up immediately.  It's got good single target attacks but lacks a good sized AoE and mitigation. I think most people will rank it higher than I do but this is my list.

 

/Devices has trip mine! and Time bomb, and taser!

 

/Tactical arrow is for Rambo pandas.

 

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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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6 hours ago, Shred Monkey said:

Water/MA is a oddly powerful choice.  The two sets compliment each other really well with knocks and slows from both sets.  Add in the self-heal and absorb and you find yourself with a lot of soft survivability powers that are still viable against +3s and +4s to layer above the normal soft-cap defenses.  The damage output is disappointing compared to others, but still a really fun toon, IMHO.

I second that. I just hit 50 with mine and it's loads of fun. Lots of synergy between Whirlpool and Reaction Time (double AoE slow), knockdowns with Storm Kick and Dragon's Tail and Eagle's Claw hits like a freight train. 

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Uunderdog - Rad/Rad Scrapper | Uundertaker - Rad/Dark Corruptor | Uun - MA/Inv Scrapper | Uunison - Grav/Storm Controller | Uuncola - Ice/Temp Blaster | Uundergrowth - Plant/Martial Dominator | Uunstable - SR/Staff Tank

Uunreal - Fire/Time Corruptor | Uunrest - Dark/TA Blaster | Uunseen - Ill/Poison Controller | Uuncool - Cold/Beam Defender | Uunderground - Earth/Earth Dominator | Uunknown - Mind/Psi Dominator | Uunplugged - Stone/Elec Brute

Uunfair - Archery/TA Corruptor | Uunsung - DP/Ninja Blaster | Uunflammable - Fire/Nature Controller | Uunflappable - WM/WP Brute | Uundead - Dark/Dark Tank | Uunfit - Water/Martial Blaster  | Uunwrapped - Dark/Dark Dominator

Uunchill - Ice/Kinetics Corruptor | Uunpleasant - En/En Stalker | Uunbrella - Rad/Rad Sentinel | Uunsafari - Beasts/Traps MM | Uungnome - Nature/Seismic Defender | Uunsavory - Poson/Sonic Defender | Uunicycle - BS/Shield Scrapper

Uuntouchable - Ill/Time Controller | Uunferno - Fire/Fire Tank | Uunthinkable - Psi/SR Scrapper | Uuncivil - Thugs/Elec MM | Uunnatural - Ice/Savage Dominator | Uunshockable - Elec/Bio Sentinel | Uunfathomable - Elec/Dark Controller

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The 3 best secondaries for Blapping are Martial, Temporal and Energy because they have some stun protection.  They also have IMO top tier melee attacks, along with Electric and Fire but those two do not have the same protections.  Same with Mental which can be very powerful but it takes more care to pay attention to your buff and find targets for it.

 

I wanted Atomic to be good, but half the time I was turning the Beta Decay back on because it always drops, but I digress...

 

Most primaries can be fine for blapping (worst being AR IMO).  Although I would say the best are Fire, Ice, Psi, & DP.  Usually if you are concentrating on the melee you only need to take the best few attacks of a set.  On my Psi/Martial I only use Aim, TK Blast, Snipe and Nuke.  On my Fire/Temporal I only use Aim, Fire Ball, Blaze, Snipe and Nuke.  And Water is an odd one because it does well in melee range b/c all the K/U or K/D, but water likes more water powers being used for tidal power, so it's up to your personal tastes.  

 

 

 

 

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12 hours ago, Elia87 said:

You got a build for that firex3 to share? Is it ranged?

 

Definitely not a ranged build. It has minimal defense, and built for tf damage + recharge. The idea is to hit bonfire w/ +recharge proc asap and between infernos. I stock up on purple insps and slot barrier + melee incarnates if it's a high level TF.

 

Spoiler

This Hero build was built using Mids Reborn 3.0.2.19
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Force of Will
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: Flares -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(3), OvrFrc-Acc/Dmg/End(3), OvrFrc-Dmg/End/Rech(5), OvrFrc-Acc/Dmg/End/Rech(5), Dcm-Build%(7)
Level 1: Ring of Fire -- GrvAnc-Immob(A), GrvAnc-Immob/Rchg(7), GrvAnc-Acc/Immob/Rchg(9), GrvAnc-Acc/Rchg(9), GrvAnc-Immob/EndRdx(11), GrvAnc-Hold%(11)
Level 2: Fire Ball -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/EndRdx(15), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(15), SprDfnBrr-Rchg/+Status Protect(17)
Level 4: Mighty Leap -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(19)
Level 6: Stealth -- LucoftheG-Def/Rchg+(A)
Level 8: Fire Breath -- Rgn-Dmg(A), Rgn-Dmg/Rchg(21), Rgn-Acc/Dmg/Rchg(21), Rgn-Acc/Rchg(23), Rgn-Dmg/EndRdx(23), PstBls-Dam%(25)
Level 10: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25)
Level 12: Aim -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(31), AdjTrg-ToHit/EndRdx/Rchg(31), AdjTrg-EndRdx/Rchg(31), AdjTrg-Rchg(33)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(19)
Level 16: Build Up -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(33), AdjTrg-ToHit/EndRdx/Rchg(33), AdjTrg-EndRdx/Rchg(34), AdjTrg-Rchg(34)
Level 18: Blaze -- Apc-Dmg(A), Apc-Dmg/Rchg(34), Apc-Acc/Dmg/Rchg(36), Apc-Acc/Rchg(36), Apc-Dmg/EndRdx(36)
Level 20: Weaken Resolve -- AchHee-ResDeb%(A)
Level 22: Cauterizing Aura -- PwrTrns-+Heal(A), PwrTrns-Dam/Acc/Rech/End(37), PwrTrns-Dam/Acc/End(37), PwrTrns-Dam/EndMod(37), PwrTrns-EndMod(39), PwrTrns-Dam/Rech(39)
Level 24: Invisibility -- LucoftheG-Def/Rchg+(A)
Level 26: Tactics -- GssSynFr--Build%(A), GssSynFr--ToHit/EndRdx(27)
Level 28: Blazing Bolt -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(40), StnoftheM-Acc/ActRdx/Rng(40), StnoftheM-Dmg/ActRdx/Rchg(40), StnoftheM-Dam%(42)
Level 30: Unleash Potential -- LucoftheG-Def/Rchg+(A)
Level 32: Inferno -- Arm-Dmg(A), Arm-Dmg/Rchg(42), Arm-Acc/Dmg/Rchg(42), Arm-Acc/Rchg(43), Arm-Dmg/EndRdx(43), Arm-Dam%(43)
Level 35: Bonfire -- SuddAcc-KB/Rech(A), SuddAcc-KB/Dmg/End(45), SuddAcc-KB/Acc(45), SuddAcc--KB/+KD(45), FrcFdb-Rechg%(46)
Level 38: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(46), BslGaz-Rchg/Hold(46), BslGaz-Acc/EndRdx/Rchg/Hold(48), BslGaz-Slow%(48)
Level 41: Fire Shield -- Ags-ResDam/EndRdx(A), GldArm-3defTpProc(48), Ags-ResDam(50), StdPrt-ResDam/Def+(50)
Level 44: Burn -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(47), SprBlsWrt-Acc/Dmg/Rchg(47), SprBlsWrt-Acc/Dmg/EndRdx(49), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(49), FuroftheG-ResDeb%(50)
Level 47: Assault -- Empty(A)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Pnc-Heal/+End(A), Empty(17)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 1: Quick Form 
------------

 

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My first attempt is a Ice/Ice/Cold.  Just hit level 40.  This is through a combo of self farming and a few TFs.  I have run a Posi 1, a Synapse, and a Silver Mantis.  I will try to get a Posi 2 and a Yin tonight.  

 

My "ranged" Blaster is Ice/Temp.  I found one of the oddities of my ranged Blaster that is Ice (while fully ranged, including Nuke) is one of the 'shorter' range Blaster sets.  No snipe, cone is real close, etc.  

 

I decided (partly on the surprising advice Ice is a good Blapper secondary) to go with Ice/Ice and see what happens.  I am finding it powerful at low level. Of course, with sets running low level TFs what Blapper is not powerful?  I wanted to stack all the Ice secondary effects.  Which is why I chose to unify the powersets.  Also, I got a character concept, sort of "Death Knight Wizard Lich Thing" I do love a character concept.  As I 50 and start "real TFs" (incarnate trials/ +4/8 ITFs, LRSF, MLTF, LGTF...) I will see if the set blooms for me or fades.

 

I am definitely going to level a Fire/Elec to see what the fuss is about.  Too much buzz to not check that thing out.  What would be the natural Epic/ancillary/patron pool for that combo?

 

Thanks all to the great advice.  It has really helped me and inspired me to try this crazy playstyle.  Mage Tanking the Synapse was quite fun actually.  Only a couple times did I get in serious trouble.  But I downed some inspirations and fought on.

 

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1 hour ago, Snarky said:

My first attempt is a Ice/Ice/Cold.  Just hit level 40.  This is through a combo of self farming and a few TFs.  I have run a Posi 1, a Synapse, and a Silver Mantis.  I will try to get a Posi 2 and a Yin tonight.  

 

My "ranged" Blaster is Ice/Temp.  I found one of the oddities of my ranged Blaster that is Ice (while fully ranged, including Nuke) is one of the 'shorter' range Blaster sets.  No snipe, cone is real close, etc.  

 

I decided (partly on the surprising advice Ice is a good Blapper secondary) to go with Ice/Ice and see what happens.  I am finding it powerful at low level. Of course, with sets running low level TFs what Blapper is not powerful?  I wanted to stack all the Ice secondary effects.  Which is why I chose to unify the powersets.  Also, I got a character concept, sort of "Death Knight Wizard Lich Thing" I do love a character concept.  As I 50 and start "real TFs" (incarnate trials/ +4/8 ITFs, LRSF, MLTF, LGTF...) I will see if the set blooms for me or fades.

 

I am definitely going to level a Fire/Elec to see what the fuss is about.  Too much buzz to not check that thing out.  What would be the natural Epic/ancillary/patron pool for that combo?

 

Thanks all to the great advice.  It has really helped me and inspired me to try this crazy playstyle.  Mage Tanking the Synapse was quite fun actually.  Only a couple times did I get in serious trouble.  But I downed some inspirations and fought on.

 

/Ice is also fine for blapping, Ice patch can be very effective.

 

this is what my fire/elec looks like

 

[code]| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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|92E|
|-------------------------------------------------------------------|[/code]

 

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fire/temp/ice all the way for a super sturdy blapper

 

Overall Goal: DMG Output 90-95% of what you could get by dropping any design consideration beyond DMG + Strong Survivability and some Team Support. Gameplay wise you are an AoE monster with strong defenses who focus on melee attacks but with strong ranged options for when that isn’t safe.

 

Cold Mastery Pool: This feels to be a criminally overlooked pool. Fire/Temp has a good few open slots so you have room to invest in an Epic pool.

Snow Storm is situationally useful for packs of bosses you are scared of but not certain you can instantly delete (like +4 Arachnos psychics) but is a stepping stone power.

Frozen Armor is the Scorpion Shield equivalent that is required for any generalist build not made of paper

Hoarfrost is the gem of the build. This hard-caps the hp of your blaster. If we combine this with the Preventive Medicine and Temporal Healing absorbs you are running enough bulk to walk off 2.1k hits post resistance to survive the occasional tank-buster blow from a +4 AV that leaks through your defense.

 

Alpha Agility Core: The +Recharge is hard to ignore as it very much smooths out your single target rotation. Otherwise if you are willing to tolerate a slightly more clunky single target rotation you can grab Musculature Radial to give a ~10% boost to your burst dmg (non eb aoe targets near instantly die in a fire anyway so I don’t bother)

 

Destiny Barrier Core: This caps you to over 45% s/l/e/n/r at all times, gives you much needed resistance at all times and lets you super spike both you and the groups tankiness as needed. Ageless isn't needed as you have enough +recharge and murder things fast enough to get your blue inspirations or at absolute worst use a single recovery serum when soloing a +4 AV.

 

Lore Longbow Radial: The core will do more dmg but the Radial pet will keep the big pet alive much longer and can top you off if the +4 AV gets a lucky hit.

 

Hybrid Melee Radial: The taunt aura on this carries the power by itself. With the taunt you can make mobs cooperate and stay in your aoes to die. It also over-caps your defenses by a fair margin allowing you to take at least one -def attack before going into cascading defense failure and gives you all the status protection you need while its up. If you only ever expect to play with a pocket tank Assault Core is good but it badly hurts your solo options.

 

Crowd Control: Not the strongest options here but the procs in Fire Ball and End of Time can have your aoe pack on their ass long enough to majorly decrease their damage. Otherwise, in an edge case where you really want to cc something and are less worried about dmg you can rotate time wall+time stop+ future pain

 

-Regen: Between time stop and end of time you can put -100% regen on an AV pre resistances (though often you are best off just with 1 time stop every 20 sec and burning it normally)

 

Misc: Perception taken since having 0% can be infuriating and pve needs more than 0 but more doesn’t matter. Otherwise a bit of +status resistance and knock back protection taken since you don’t have any base line.

 

This Hero build was built using Mids Reborn 3.0.4.7
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Amenti: Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Temporal Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Cold Mastery

Hero Profile:
Level 1: Flares -- SprWntBit-Acc/Dmg/EndRdx(A), SprWntBit-Dmg/Rchg(3), SprWntBit-Acc/Dmg(3), SprWntBit-Acc/Dmg/Rchg(13), SprWntBit-Dmg/EndRdx/Acc/Rchg(13)
Level 1: Time Wall -- TraoftheH-Acc/EndRdx(A)
Level 2: Fire Ball -- Ann-ResDeb%(A), Rgn-Knock%(5), Rgn-Dmg(5), Rgn-Dmg/Rchg(7), Rgn-Dmg/EndRdx(7), Rgn-Acc/Dmg/Rchg(9)
Level 4: Time Stop -- GhsWdwEmb-Acc/EndRdx(A)
Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(11), Ksm-ToHit+(11)
Level 8: Boxing -- Empty(A)
Level 10: Chronos -- RctRtc-Pcptn(A)
Level 12: Aim -- GssSynFr--Build%(A)
Level 14: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam(15), UnbGrd-ResDam/EndRdx(15), UnbGrd-ResDam/EndRdx/Rchg(17), GldArm-3defTpProc(17)
Level 16: End of Time -- Erd-%Dam(A), Erd-Dmg(19), Erd-Acc/Dmg/Rchg(19), SprAvl-Rchg/KDProc(21), FuroftheG-ResDeb%(21)
Level 18: Blaze -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(23), SprDfnBrr-Acc/Dmg(23), SprDfnBrr-Dmg/Rchg(25), SprDfnBrr-Acc/Dmg/EndRdx(25), SprDfnBrr-Acc/Dmg/Rchg(27)
Level 20: Temporal Healing -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-Heal/Rchg(29), Prv-Heal/Rchg/EndRdx(29), Prv-Absorb%(31), Prv-EndRdx/Rchg(31)
Level 22: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(31), ShlWal-Def(33), LucoftheG-Def/EndRdx(33)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 26: Blazing Bolt -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/Rchg(34), SprBlsWrt-Acc/Dmg/EndRdx(36), SprBlsWrt-Acc/Dmg(36)
Level 28: Future Pain -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Acc/Dmg(36), SprBlsCol-Dmg/EndRdx(37), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37), Hct-Dam%(39)
Level 30: Rain of Fire -- Artl-Acc/Dam(A), Artl-End/Rech/Rng(39), Artl-Dam/End(39), Artl-Dam/Rech(40), Artl-Acc/Dam/Rech(40), Artl-Acc/Rech/Rng(40)
Level 32: Inferno -- Erd-%Dam(A), Arm-Dam%(42), Arm-Dmg(42), Arm-Dmg/Rchg(42), Arm-Dmg/EndRdx(43), Arm-Acc/Dmg/Rchg(43)
Level 35: Snow Storm -- EndRdx-I(A)
Level 38: Time Lord -- Ags-Psi/Status(A), StdPrt-ResKB(43), StdPrt-ResDam/Def+(45)
Level 41: Frozen Armor -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(45), Rct-Def/EndRdx(45), Rct-EndRdx/Rchg(46), Rct-Def/Rchg(46), Rct-Def(46)
Level 44: Hoarfrost -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(48), NmnCnv-Heal/EndRdx(48), NmnCnv-EndRdx/Rchg(48), NmnCnv-Heal/Rchg(50), NmnCnv-Heal/EndRdx/Rchg(50)
Level 47: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50)
Level 49: Tactics -- GssSynFr--ToHit/EndRdx(A)
Level 1: Defiance 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- UnbLea-Stlth(A)
Level 2: Rest -- EndMod-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrc-Rcvry+(A), Pnc-Heal/+End(9)
Level 2: Stamina -- PrfShf-End%(A)
Level 49: 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 -- Jump-I(A)
Level 4: Ninja Run 
Level 50: Degenerative Core Flawless Interface 
Level 50: Barrier Core Epiphany 
Level 50: Agility Core Paragon 
Level 50: Pyronic Core Final Judgement 
Level 50: Longbow Radial Superior Ally 
Level 50: Melee Radial Embodiment 
------------

Amentii.mxd

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I am soloing every single mission in Praetoria with a Dual Pistols/Sonic Manipulation Blaster, currently about halfway through Imperial City.  It’s been a blast, pun intended.  My character almost died a few times, but hasn’t yet.  Dang Destroyers.

 

 I can’t wait to get to First Ward and Night Ward, and hug all of The Awakened and Animus Arcana with my Disruption Aura while unloading my guns on them.  I am quite sure that my character will die a few times, but it will be fun.

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I did all of First Ward on my AR / Martial Blaster. Quite the ride.  Since I was doing it at lvl content, not flashbacked, I didn't have a bazillion set bonuses, and it was .... frustrating at certain points.  But after embracing the Ragdoll Factor, and Captain-Hit-And-Fade tactics, it was very effective.  

  • Burst of Speed to let me Bamph in and clobber mobs
  • Speed of Sound *ALWAYS* running so I could Jaunt away at any time. 
  • Buckshot, Sniper Shot, Storm Kick, Dragon Tail all providing Knockback/Knockdowny goodness
  • Ki Push to take even a boss out of the actiion and get free hits in one go.
  • Ignite used both offensively and defensively (if you try to run out, you're not attacking me, and Reaction time kept them running slow)

There were still some missions I absolutely had to load up on Lucks. But it defintely felt like an "Ok, you has graduated" finishing misc arcs.

 

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On 5/17/2021 at 12:06 PM, Nemu said:

Best blapper is the one you play or anything/anything...

 

yeah... with that out of the way here's my breakdown.

 

For the context of this post when I say mitigation I refer to sustainable mass mitigation, as that is better suited for +4/8 mob density than single target control. I don't consider the 90 second base recharge mez powers sustainable mass mitigation, and I never take those unless they are a REALLY good mule for set bonuses. (i.e. confuse/accurate to hit debuff)

 

I don't need to elaborate on Fire/Elec. It's been a sleeper for a while but I've seeing more of them in the field. It's the best combination of speed/damage, mitigation and utility, no other combo can compare.

 

/Ice and /Martial are fine choices as well. The slow/fear aura is very effective and often underestimated (AND you don't need to retoggle it when mezzed, unlike hotfeet) and they both have a good mix of ST and AoE offense plus mitigation. The only thing I don't like about martial is the inability to slot reach for the limit, that's a quick 1.88% S/L bonus denied.

 

Haven't leveled /temp high enough. It's got loads of slow resist and a recharge bonus so there's that. 2 ST attacks and a PBAoE means it's a decent melee blasting secondary. I wouldn't put it above Elec, Ice/or Martial though because it doesn't have the level of mitigation those sets have. The slow resist I can get through winters and I'd most likely overcap on slow resist even on temp because my builds will end up using a few winter sets anyway to get the numbers I want.

 

/Mental is a contender now with the rework. The hard part will be building for perma drain psyche while trying to fit in all the other bonuses I usually aim for. It'll be in the same tier as temp due to the lack of mitigation.

 

/Fire lacks mitigation and what little it has comes too late and is unreliable. I'd like the set to have another ST attack although I often treat burn that way. (pro tip you can joust burn but only the upfront damage portion will hit) I don't like hotfeet, it's hot garbage for the end cost, the level you get it, and the detoggle. I do like combustion's radius, even with it's animation time and I prefer it over fire sword circle, I'm weird.

 

/Sonic is also middle of the road. I'd rather they put the -res aura in the sustain slot and just make it the sustain. All attacks can hold but it never amounts to much. I can catch maybe 2 minions with the PBAoE and the single target attacks will proc every once in a blue moon to targets that need to be held, so the mitigation potential isn't that great. The sleep protection granted by the sustain is good though, it's one of the better status protections granted by a sustain. If you always have the support of the team to take care of your survival this has a lot of proc monster potential that can push it higher.

 

/Ninja is ok. great for theme, middle of the road on performance. The PbAoE in /Ninja has a tiny radius and that needs to be fixed. Crit mechanic does make me feel giddy when it procs.

 

I have a dark/rad blaster, only reason I made it is to take posi fist AND knockout blow. /Rad looks good on paper but the long animations are disappointing. I do not like detoggleable auras on blasters. that's one more thing I need to manage and I'd rather shoot and punch stuff. I can get the recharge buff through active use of powers that grant me the FF proc, I don't need something that 1 - I need to constantly toggle back on when I get mezzed, 2 - Saturate myself with mobs to get the most benefit. Blasters are not tanks, weaving in and out of combat should be second nature, and when you do that you won't get the full benefit of the aura. At least it has a 15 feet radius and the sustain is one of the better ones.

 

/Plant is ok, Nothing spectacular from a melee blasting perspective. The -regen will be appealing to some but I find it inconsequential and extremely situational and not a compelling reason to pick plant or /temp (/mental is another matter). Thorn bust does have a nice radius and joins the ranks of Combustion, Deafening wave and Psi showckwave. I like PBAoEs with 15 feet radius.

 

/Energy lacks AoE and therefore lacks versatility. It's a good secondary, just not my first pick for a melee blaster. I do recommend it however as the most optimal pairing for electric blast if you want to sap.

 

/Dark suffers from setup and scale. Soul drain is nice when you can feed it, the fact that you need to fire that off first to get the damage buff means you are going to have to skip to the next group to do some real damage on steamrolling teams or worse, someone uses fold space and you get minimal or no buff for the next 30 seconds. I prefer popping build up or aim on my way to the spawn so I can blow them up immediately.  It's got good single target attacks but lacks a good sized AoE and mitigation. I think most people will rank it higher than I do but this is my list.

 

/Devices has trip mine! and Time bomb, and taser!

 

/Tactical arrow is for Rambo pandas.

 

 Rambo Panda ......*scrambles off to make another alt

/e poofgone

 

 

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I went with Rad/MentalManipulation blapper. I do the long slow snipe, Womp,womp,womp,womp just for the shizzles.

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     My current favorite is an Electric/Fire.  Maybe not the highest damage but a load of fun full of melee and PBAoEs attacks.  And gravy if another sapper type happens to join the team.

    The character though that finally got me into blasters though was the classic Fire/Energy blaster way back on Live.

 

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THE go-to blappers on live and for pvp were fire/em and ice/em.

 

A typical encounter with a fire/em blapper in pvp went like this.

 

Blapper hits powerboost, boost range, aim+buildup, then super speeds up to you with blaze, fireball, hits you with energy punch or bonesmasher, and then finishes with total focus. If you aren't dead yet, hits you with another blaze. STUPID burst damage in about 4-5 seconds total.

 

Nothing could touch the burst damage of this. A stalker could, but that required a successful AS which was difficult with good players because they were setup to see you once you got within melee range of them.

 

I'm sure there are many combos that can blap effectively in pve - several of which would be safer and better all around than fire/em or ice/em, but for sheer hard hitting power, you cannot beat these two.

 

 

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  • 2 weeks later
On 5/30/2021 at 7:33 PM, 1seanv said:

THE go-to blappers on live and for pvp were fire/em and ice/em.

 

A typical encounter with a fire/em blapper in pvp went like this.

 

Blapper hits powerboost, boost range, aim+buildup, then super speeds up to you with blaze, fireball, hits you with energy punch or bonesmasher, and then finishes with total focus. If you aren't dead yet, hits you with another blaze. STUPID burst damage in about 4-5 seconds total.

 

Nothing could touch the burst damage of this. A stalker could, but that required a successful AS which was difficult with good players because they were setup to see you once you got within melee range of them.

 

I'm sure there are many combos that can blap effectively in pve - several of which would be safer and better all around than fire/em or ice/em, but for sheer hard hitting power, you cannot beat these two.

 

 

/EM is not the king in the current game.  /EM is strong but has no AoE and isn't even the best at ST. 

 

IMO /Temporal and /Martial are hands down better.  They both offer more than /EM; some things that one, the other or both offer is AoE, more mitigation with KD and slows, -regen, +recharge, can easily ignore -rech/speed, etc. 

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