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Beam/TA build needs yours assistance


Elia87

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Hello everyone! As @Nemu suggested, here i go with my beloved beam/ta blaster build! 

It is perma hastened, S/L defenses a bit lacking, ranged def capped..

 

Any tips feel free to share!!

 

https://www.midsreborn.com/builds/download.php?uc=1364&c=653&a=1306&f=HEX&dc=78DA6593CB4F135118C5EF746678958A952220CFB650A1C094A2EE4C8CF85A4013A4E8B619DBA14C5269534AD4A50BFF0613057988A21BFF07FF035F2BE35671239AB836E3D73987868449A6BFE9B9F73BE7BB77E6661E5E6F7F77EBF115A585AE95ECB5B5DCACFCD69CAA99B18B6E5ED5AF66B97B29E716EDD5A253B0661DFB7E6ED15D2E39834723D9F54AA55CAD594B76BEE6E6ED52EE6AB55A7EA0820BE572C9BA59728B2BB536FF395B719C4287FF38EFD805A7BAB6E2564298569FE5AE16BB6F54DCBC75E49C59CF65FCA7473DD24A54EE5C44F1F24CA51B4AA50D1530C9006818A4062615B89168D406D4B6F2B5F40EB90BDAE2AFD15F6B317DADA9996C025B4CD200D33AB829FE3A6A953E01BF7BE267FA869E61A603BED6364D5A607B8A9C02F3116CBDD468CD2FA19DDA05B724A3157E66EB5B8EBD014FEF93AFC133AFC09E3DB020BE41AE2DB8A563CE0B30B2496E80679F93CFC0A03414624FA16FF4FD0A6E4B4F1D18D33BBE8B3660A8733FC803B0FF27E8480F61F61FFE823DEAFF0C0E7E223F921FC0D413E4EC484E276B3BEF6ABE367C079C5C02A7B2E422791B8C49FF5DECBF8BEF66980CCB58377C03DD5DF4FD8B7547E7C065E9BB977BD7CBEF22CAEF22CAEF22CEEF227E59A619BA8A1FA0764FFAEE83BFD647FF917FCADF8F80640F604C0D709D45C91A429631F45EB44E99CFCC116626989960A62E3E31AE213683DC447D519291BA844C15566A94EF697406DAF90B649ABC086A32778CEB1D63F638B3C7993DCEEC24CF4192E76057D63BC15E26583BC9DA49D61AD2AFC53DB1B827A908D82A63D33C47D31C8B4AFB38989ED76F34CE71FDAFE7A9F913CA82D138C74AF3955F6DA268C795C313CAEFE34A14BBF8E7B8F6146F683FD9C8F3E6928D6EBDFF8D99C34D

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Nice Job, You stacked enough bonuses to get the numbers you were chasing with a subtheme of building for damage bonuses and you paid attention to the rule of 5. Very good first effort👍

 

Let's talk about power picks/progression as you level up or when you exemp down. One thing I like to do is to make sure that my characters are fully self sufficient by level 30. That means having a good rotation of attacks and mature defenses (at or close to softcap) by that level. You can have fully softcapped range defense by level 30, but that means you need to squeeze in your defensive toggles by then which will consume 5 power picks. Sounds like a lot, but quite doable.

 

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 49 Magic Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Tactical Arrow
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership

Hero Profile:
Level 1: Single Shot -- Empty(A)
Level 1: Electrified Net Arrow -- Empty(A)
Level 2: Cutting Beam -- Empty(A)
Level 4: Fly -- Empty(A)
Level 6: Disintegrate -- Empty(A)
Level 8: Hover -- LucoftheG-Def/Rchg+(A)
Level 10: Upshot -- Empty(A)
Level 12: Lancer Shot -- Empty(A)
Level 14: Aim -- Empty(A)
Level 16: Hasten -- Empty(A)
Level 18: Penetrating Ray -- Empty(A)
Level 20: Eagle Eye -- Empty(A)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- Empty(A)
Level 26: Weave -- LucoftheG-Def/Rchg+(A)
Level 28: Gymnastics -- LucoftheG-Def/Rchg+(A)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 32: [Empty] 
Level 35: [Empty] 
Level 38: [Empty] 
Level 41: [Empty] 
Level 44: [Empty] 
Level 47: [Empty] 
Level 49: [Empty] 
Level 1: Brawl -- Empty(A)
Level 1: Defiance 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 1: Disintegrating 
Level 49: Quick Form 
------------

 

This is an outline of how you can fit all those into the build before level 30. You can then continue the rest of your power picks. On some builds I even defer either aim or build up but only one of them, to a late 40s pick so I can get another attack in before level 30.

 

Oil Slick Arrow is your second nuke, It's a must pick at 38 and it deserves more slots. It doesn't proc well though, so I'd go plain 6 piece artillery for the range defense bonus.

 

I like the Force feed proc in the snipe, it's definitely a good place to put it. However I don't like it in kick because it's a power you will NEVER use, so why waste the inf? By the way you have both procs turned on which is why you see perma hasten, click on the yellow dot next to each power with the proc to deactivate the proc. You are pretty close to perma hasten, and a few proc activations will definitely get you there.

 

With Hover on you are actually 2% over the range softcap, which means you have wiggle room to play around with slots. You can look for opportunies to fit in some other procs like the achilles -res and even the decimation build up procs.

 

Upshot is 6 slotted with Gaussians and I noticed that you under-slotted Maneuvers and Weave for actual defense. You have 47% range defense with 6 slotted upshot, but you are consuming more end on Maneuvers and not taking advantage of the +HP set bonuses that reactive defense and shield wall offers at 3 slots.

 

image.thumb.png.f3258b6671bb96db546c0140ffd1a880.png

 

This is my personal preference but if I can I will slot weave with 1 LOTG + 3 Shield wall including the +res unique, and I will slot Maneuvers with 1 LOTG + 3 pices reactive defense including the + res unique. Both sets give +HP at 3 slots and reactive defense gives a little S/L resist as well. Upshot recharges in 26 seconds with perma hasten and 6 slotted. You can remove 3 slots to slot the defense toggles and that still leaves 3 slots in upshot which you can then slot with the build up proc and 2 piece 50+5 recharge IO. You are still over the softcap, and you have similar recharge on upshot, You lose 2.5% damage buff but you get more HP.

 

image.thumb.png.9ca0286348e336a64248435e4b23007b.png

 

Flash arrow could be a skippable power. You chased the 6.75% recharge but you could drop flash and pick up afterburner/evasive maneuvers for an easy LOTG 7.5 at the base slot and save yourself 3 slots. The -to hit on the power could be useful at times, but since you are softcapped to range it won't be a game changer. The big benefit is stacking it with a stealth proc in sprint to get full invis against most mobs. Evasive Maneuvers should be taken if you hover blast, as it increases your hover speed in combat and offer -fly resistance. Evasive is yet another toggle that drains end and that's going to impact your endurance consumption.

 

Eagle eye - I see people slotting this and all sustains for heal, a lot of people do this. What is it actually doing for you? Look at the numbers

 

image.thumb.png.13689f37d04fd43e60279f54007f1158.png

 

35 hp per second at level 50, how much are mobs hitting you for at that level? Your end recovery is at 3.19/s

 

6 Slotting this with pre-emptive optimization, you get:

 

image.thumb.png.cab6d53db5de19057ff12d1bf603c7de.png

 

Same defense bonus, a little more recharge bonus, more end recovery to handle the additional toggles, and a loss of 4HP regen per second.

 

Don't slot the blaster sustains for heals. They won't make a meaningful difference in your survival. Slot them for recovery.

 

Enhance for damage. This applies to piercing shot and overcharge. 

 

You can also fit an Achilles -res proc in cutting beam as well so you have a faster recharging power that can potentially apply the proc. If you have inf to spare you can maximize proc chances by slotting it with 3 piece frozen blast set, omitting any piece that enhances recharge. This will give you some slow resist as well.

 

You can change the Aegis set in charged shield with the 4 piece unbreakable guard for some endurance discount and the +7.5% HP unique.

 

I don't think the Aegis unique is worth it, it only reduces mez duration, you will have naturally high range defense due to all the bonus stacking that even if you do get mezzed you have enough time usually to react and not get plastered immediately. I'd replace that with a ribosome. those are fairly cheap.

 

You don't need a nucleus in piercing, they are expensive, an annihilation acc/dam will do the job and give you some max end bonus.

 

Played around the build a bit, I'm not a big fan for building for +dmg, so I shuffled some slots and came up with this.

 

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 49 Magic Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Tactical Arrow
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Single Shot -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/EndRdx(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(9), SprDfnBrr-Rchg/+Status Protect(11)
Level 1: Electrified Net Arrow -- Acc-I(A)
Level 2: Cutting Beam -- AchHee-ResDeb%(A), SprFrzBls-Acc/Dmg(3), SprFrzBls-Dmg/EndRdx(3), SprFrzBls-Acc/Dmg/EndRdx(5), Bmbdmt-+FireDmg(37)
Level 4: Fly -- BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(5)
Level 6: Disintegrate -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(11), SprBlsWrt-Acc/Dmg/Rchg(13), SprBlsWrt-Acc/Dmg/EndRdx(13), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(15), SprBlsWrt-Rchg/Dmg%(15)
Level 8: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel/EndRdx(46), BlsoftheZ-ResKB(47)
Level 10: Upshot -- RechRdx-I(A)
Level 12: Lancer Shot -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(17), Apc-Acc/Rchg(17), Apc-Dmg/EndRdx(19), Apc-Dam%(19), Dcm-Build%(21)
Level 14: Aim -- RechRdx-I(A), GssSynFr--Build%(39)
Level 16: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 18: Penetrating Ray -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(34), StnoftheM-Acc/ActRdx/Rng(34), StnoftheM-Dmg/EndRdx/Rchg(34), StnoftheM-Dam%(36), FrcFdb-Rechg%(37)
Level 20: Eagle Eye -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(23), PreOptmz-EndMod/Rech(23), PreOptmz-EndMod/Acc/End(25), PreOptmz-EndMod/Acc/Rech(25), PreOptmz-EndMod/End/Rech(33)
Level 22: Kick -- Empty(A)
Level 24: Tough -- StdPrt-ResDam/Def+(A), HO:Ribo(33), GldArm-3defTpProc(33)
Level 26: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(27), ShlWal-Def(27), ShlWal-ResDam/Re TP(29)
Level 28: Gymnastics -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(29)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(31)
Level 32: Overcharge -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(39), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(40), Rgn-Knock%(40), AchHee-ResDeb%(49)
Level 35: Afterburner -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel/EndRdx(36), BlsoftheZ-Travel(36)
Level 38: Oil Slick Arrow -- Artl-Acc/Dam(A), Artl-Dam/End(40), Artl-Dam/Rech(43), Artl-Acc/Dam/Rech(43), Artl-Acc/Rech/Rng(43), Artl-End/Rech/Rng(45)
Level 41: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-ResDam/EndRdx/Rchg(42), UnbGrd-Max HP%(42)
Level 44: Piercing Beam -- Ann-ResDeb%(A), Artl-Acc/Dam(45), Artl-Dam/End(45), Artl-Acc/Dam/Rech(46), Ann-Acc/Dmg(46)
Level 47: Electrifying Fences -- Artl-Acc/Dam(A), Artl-Dam/End(47), Artl-Dam/Rech(48), Artl-Acc/Dam/Rech(48), Artl-Acc/Rech/Rng(48), Artl-End/Rech/Rng(49)
Level 49: Glue Arrow -- TmpRdn-EndRdx/Rchg/Slow(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- Empty(A)
Level 1: Disintegrating 
Level 49: Quick Form 
------------

 

 

 

 

 

 

 

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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Wow your knowledge Nemu is beyond me. First of all, thank you for taking time you could have spent doing something else to teach not only me, but all out there who are new to this game. Slotting powers feels like playing tetris XD i appreciate alot your precious inputs and I will do my best to follow your guidelines. I didnt think about slotting while having exemp down in mind, very good point.

 

Thank you @Nemu

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It has less value when you have softcapped defenses. It's biggest benefit is the invisibility it provides when stacked with a stealth IO. From a slot economy perspective it's 4 slots for 6.25% global recharge vs evasive man with 7.5% global recharge and 1.25% range defense at 3 slots.

 

If you wanted it to cushion against -def you could take it, although it won't really do all that much. Both it and glue arrow are fairly weak debuffs, and since that build already has electric fences you can certainly swap out glue for flash.

 

Finally as a blaster your mantra is always going to be kill stuff quick before it kills you. You only need enough defenses to survive the retaliation. So, would you rather blast stuff and kill them or use weak debuffs on stuff and not kill them?

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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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  • 2 months later

Sure,

 

You can't stack more than 5 of the same set bonuses. Here is an example:

 

Take Mako's Bite which is a melee IO set. At 3 slots it gives 1.5% bonus to max HP.

 

Similarly, Ghost Widows Embrace which is a hold IO set also offers 1.5% bonus to max HP at 3 slots, and Extreme Measures which is a Snipe IO set has the same bonus to HP at 3 slots.

 

The rule of 5 simply means that you can have up to 5 of that 1.5% bonus to max HP from various sources. If you have more sources of that bonus for example you have 5 powers slotted with 3 mako's bite and another hold slotted with 3 ghost widow's embrace, that 6th 1.5% bonus max HP bonus will be ignored.

 

There are some exceptions to this. IOS marked Unique are exactly that, unique. 1 per build. that's it

 

The luck of the gambler 7.5% global recharge IO can stack 5 times with itself. This is considered a different bonus than other 7.5% global recharge bonuses that you get from IO sets like basilisk gaze or panacea.

 

The value is what's important here. There are other HP bonus values besides 1.5% for example. 3 slot gaussian's synchronized fire control gives 1.87% bonus to max HP, you can stack 5 of those bonuses on top of 5 of the 1.5% bonus HP bonuses.

 

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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