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Beam/Time, the Giant Killer


Solvernia

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I have lots of opinions, and some of them are wrong, but if you take at least one of them to heart, let it be this.

 

There is nothing better than a Beam/Time blaster for completely and utterly destroying AVs and GMs. The amount of -regen and -res you can stack in addition to the incredible single-target damage output will make any boss's HP bar look like a graph of ProJared's subscriber count. With multiple solid AoEs including Cutting Beam, Disintegrate spread, Overcharge and End of Time, you can still mop the floor with groups of goons if you need to, but Beam/Time absolutely, positively shines in just making purple triangles irrelevant forever.

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Haha I actually recently stumbled upon this combo myself although I use /time for mostly utility and controlling hard targets right now (just got him to lvl 29).  My little magic android boy is like a ranged stalker, obliterating +3 bosses on teams and making a joke of groups when solo with all the extra knockdown. Going into a bank mission with an AV in it, it was almost like fighting a regular boss except she hit a lot harder with her ice storm.

 

I only wish I could have a megaman arm cannon for the animations.

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This space reserved for a build. Maybe.

 

Ive never used either of those sets before. I wouldn’t mind seeing the build if you don’t mind.

Champions, DC Heroes, Underground: the Roleplaying Game. Not just a list of games I’ve played, it’s also a resume.

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This space reserved for a build. Maybe.

 

Nice:)

 

I'm not much of a blaster guy but I recently started a Time/water fender. I know they are totally different but there is something about Time anything that seems super efficient.

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I can only speak for Beam on the must-haves but:

 

1) Disintegrate. If you don't get this you don't get beam: There was no point. What are you even doing.

2) Piercing Beam. A Tier 3 blast. Except it slots as a Targeted AoE and can hit 3 targets in a very very thin cone (basically it's a line). Deals 1/3 more damage on disintegrating targets.

Now this would be a little end-intensive for other ATs to use for single-target but you're a blaster and you have a Sustain. Enjoy.

3) Single Shot. Better DPA and offers -regen against Disintegrated targets. Since you gotta pick at level 1... I pick it over Charged Shot every time.

4) Overcharge. It's your nuke. And it's ranged. If they ain't dead they're probably under Stun Mag 3.

5) Penetrating Ray: It be snipe. It can be instant under Aim. It be pending some nice buffs. Enjoy.

6) Lancer Shot: may soon be a source of Auto-Spread. It tends to Stun Mag 3. Tier 3, Mag 3, spread-to-3... Lancer Shot

7) Aim. Yup

 

Charge Shot I find somewhat skippable especially if you have a good secondary starter. Cutting Beam isn't great, but, beggars can't be choosers so if you've got no other AoEs other than Overcharge available (what DID you take for your Epic?), do consider it.

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Since no one has provided a build I thought I would throw something out there for discussion and critique.  On Blasters I tend to stay at range, so I build for Ranged defense.  This build is at softcap for Ranged, but I have only played to level 8, so would likely make adjustments as we go.  I like Cryo Freeze Ray as a hold to pair with a primary / secondary hold power (in this case Time Stop), so you can hold a boss with both powers.  Again, I have not played this character and have no idea how well this build would perform.  Any feedback is welcome.  I am particularly interested in attack chains to take down AVs.

 

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Veteran: Level 50 Natural Blaster

Primary Power Set: Beam Rifle

Secondary Power Set: Temporal Manipulation

Power Pool: Speed

Power Pool: Leaping

Power Pool: Fighting

Ancillary Pool: Munitions Mastery

 

Hero Profile:

Level 1: Single Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(11), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(23), Thn-Dmg/EndRdx/Rchg(29)

Level 1: Time Wall -- TraoftheH-Acc/Rchg(A), TraoftheH-EndRdx/Immob(45), TraoftheH-Acc/EndRdx(45), TraoftheH-Immob/Acc(45), TraoftheH-Acc/Immob/Rchg(46), TraoftheH-Dam%(46)

Level 2: Charged Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(11), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(37)

Level 4: Cutting Beam -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(5), SprBlsWrt-Acc/Dmg/Rchg(9), SprBlsWrt-Acc/Dmg/EndRdx(17), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(39), SprBlsWrt-Rchg/Dmg%(39)

Level 6: Disintegrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(17), Thn-Acc/Dmg/EndRdx(36), Thn-Dmg/EndRdx/Rchg(37)

Level 8: Super Speed -- EndRdx-I(A)

Level 10: Combat Jumping -- Krm-ResKB(A), LucoftheG-Rchg+(50)

Level 12: Lancer Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg/EndRdx(25), Thn-Dmg/EndRdx/Rchg(36)

Level 14: Aim -- RechRdx-I(A)

Level 16: Chronos -- RechRdx-I(A)

Level 18: Penetrating Ray -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg/EndRdx(25), Thn-Dmg/EndRdx/Rchg(36)

Level 20: Temporal Healing -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(23), Pnc-Heal(34), Pnc-Heal/Rchg(43)

Level 22: Kick -- Acc-I(A)

Level 24: Time Stop -- HO:Endo(A), HO:Endo(40)

Level 26: Piercing Beam -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(27), SprDfnBrr-Acc/Dmg/Rchg(27), SprDfnBrr-Acc/Dmg/EndRdx(29), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(31), SprDfnBrr-Rchg/+Status Protect(34)

Level 28: End of Time -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(43)

Level 30: Tough -- HO:Ribo(A), HO:Ribo(31), HO:Ribo(31)

Level 32: Overcharge -- Rgn-Dmg(A), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(33), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(34)

Level 35: Time Shift -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(39), Stp-Acc/EndRdx(46), Stp-Stun/Rng(48), Stp-Acc/Stun/Rchg(48), Stp-KB%(48)

Level 38: Time Lord -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(40), GldArm-3defTpProc(40)

Level 41: Cryo Freeze Ray -- HO:Endo(A), HO:Endo(42)

Level 44: Surveillance -- AchHee-ResDeb%(A)

Level 47: Aging Touch -- Acc-I(A)

Level 49: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50)

Level 1: Brawl -- Acc-I(A)

Level 1: Defiance

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 -- UnbLea-Stlth(A)

Level 2: Rest -- RechRdx-I(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- NmnCnv-Regen/Rcvry+(A)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5), EndMod-I(7)

------------

 

 

 

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  • 2 weeks later

Since no one has provided a build I thought I would throw something out there for discussion and critique.  On Blasters I tend to stay at range, so I build for Ranged defense.  This build is at softcap for Ranged, but I have only played to level 8, so would likely make adjustments as we go.  I like Cryo Freeze Ray as a hold to pair with a primary / secondary hold power (in this case Time Stop), so you can hold a boss with both powers.  Again, I have not played this character and have no idea how well this build would perform.  Any feedback is welcome.  I am particularly interested in attack chains to take down AVs.

 

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Veteran: Level 50 Natural Blaster

Primary Power Set: Beam Rifle

Secondary Power Set: Temporal Manipulation

Power Pool: Speed

Power Pool: Leaping

Power Pool: Fighting

Ancillary Pool: Munitions Mastery

 

Hero Profile:

Level 1: Single Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(11), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(23), Thn-Dmg/EndRdx/Rchg(29)

Level 1: Time Wall -- TraoftheH-Acc/Rchg(A), TraoftheH-EndRdx/Immob(45), TraoftheH-Acc/EndRdx(45), TraoftheH-Immob/Acc(45), TraoftheH-Acc/Immob/Rchg(46), TraoftheH-Dam%(46)

Level 2: Charged Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(11), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(37)

Level 4: Cutting Beam -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(5), SprBlsWrt-Acc/Dmg/Rchg(9), SprBlsWrt-Acc/Dmg/EndRdx(17), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(39), SprBlsWrt-Rchg/Dmg%(39)

Level 6: Disintegrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(17), Thn-Acc/Dmg/EndRdx(36), Thn-Dmg/EndRdx/Rchg(37)

Level 8: Super Speed -- EndRdx-I(A)

Level 10: Combat Jumping -- Krm-ResKB(A), LucoftheG-Rchg+(50)

Level 12: Lancer Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg/EndRdx(25), Thn-Dmg/EndRdx/Rchg(36)

Level 14: Aim -- RechRdx-I(A)

Level 16: Chronos -- RechRdx-I(A)

Level 18: Penetrating Ray -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg/EndRdx(25), Thn-Dmg/EndRdx/Rchg(36)

Level 20: Temporal Healing -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(23), Pnc-Heal(34), Pnc-Heal/Rchg(43)

Level 22: Kick -- Acc-I(A)

Level 24: Time Stop -- HO:Endo(A), HO:Endo(40)

Level 26: Piercing Beam -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(27), SprDfnBrr-Acc/Dmg/Rchg(27), SprDfnBrr-Acc/Dmg/EndRdx(29), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(31), SprDfnBrr-Rchg/+Status Protect(34)

Level 28: End of Time -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(43)

Level 30: Tough -- HO:Ribo(A), HO:Ribo(31), HO:Ribo(31)

Level 32: Overcharge -- Rgn-Dmg(A), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(33), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(34)

Level 35: Time Shift -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(39), Stp-Acc/EndRdx(46), Stp-Stun/Rng(48), Stp-Acc/Stun/Rchg(48), Stp-KB%(48)

Level 38: Time Lord -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(40), GldArm-3defTpProc(40)

Level 41: Cryo Freeze Ray -- HO:Endo(A), HO:Endo(42)

Level 44: Surveillance -- AchHee-ResDeb%(A)

Level 47: Aging Touch -- Acc-I(A)

Level 49: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50)

Level 1: Brawl -- Acc-I(A)

Level 1: Defiance

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 -- UnbLea-Stlth(A)

Level 2: Rest -- RechRdx-I(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- NmnCnv-Regen/Rcvry+(A)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5), EndMod-I(7)

------------

 

 

 

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So I leveled my guy up to 50 using this step up and quite honestly been having an absolute blast (no pun intended), about only thing I'm not sure about is the slotting for Incarnate stuff but so far been melting stuff left and right while also surviving quite well outside of the occasional blind side from a psi attack or such.

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So I leveled my guy up to 50 using this step up and quite honestly been having an absolute blast (no pun intended), about only thing I'm not sure about is the slotting for Incarnate stuff but so far been melting stuff left and right while also surviving quite well outside of the occasional blind side from a psi attack or such.

 

Another thread is saying Munitions is a bad pool, so you might want to check into other pools.  I agree it isn't a great pool, but I like it for theme usually.  I'm still only level 21.  I have 3 characters (DP/MC, DP/Ninjitsu, and DP/EM) in the low 40s that I want to get to 50 and Incarnate.  Once that is done I am coming back to this one.  Glad to hear you are enjoying it.

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With 75% -regen against an AV, you'll reduce their regeneration by 11.25%. They regenerate 5% of their health every 15 sec. So, in a 3 minute fight, they'd regenerate 60% of their health.

 

If you apply your two debuffs, that drops to 53.25% of their health - the equivalent of a 4.4% increase in damage. However, applying those debuffs will cost you 25% of your dps (from the lost attack opportunities). So I'd argue that the -regen from Time Manipulation will normally be a poor choice - you need a large number of allies who have damage equivalent to yours to justify it. However, about the only time you'll experience that is in a league - which almost certainly has support archetypes who do a significantly better job debuffing than you do.

 

Beam Rifle's debuffs are part of the overall structure of the attack chain. Without doing a comprehensive breakdown, this would likely put Beam Rifle on par with Fire for solo single target dps on an AV/GM.

 

Unfortunately, the nature of the beast is that curtailing a Blaster's personal damage in favor of team support rarely pays off. The archetypes that provide team support are significantly better at it than a Blaster and when you subtract a portion of their damage, it's a much less significant hit to the team's overall dps than it is when you subtract it from a dps archetype.

 

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With 75% -regen against an AV, you'll reduce their regeneration by 11.25%. They regenerate 5% of their health every 15 sec. So, in a 3 minute fight, they'd regenerate 60% of their health.

 

If you apply your two debuffs, that drops to 53.25% of their health - the equivalent of a 4.4% increase in damage. However, applying those debuffs will cost you 25% of your dps (from the lost attack opportunities). So I'd argue that the -regen from Time Manipulation will normally be a poor choice - you need a large number of allies who have damage equivalent to yours to justify it. However, about the only time you'll experience that is in a league - which almost certainly has support archetypes who do a significantly better job debuffing than you do.

 

Beam Rifle's debuffs are part of the overall structure of the attack chain. Without doing a comprehensive breakdown, this would likely put Beam Rifle on par with Fire for solo single target dps on an AV/GM.

 

Unfortunately, the nature of the beast is that curtailing a Blaster's personal damage in favor of team support rarely pays off. The archetypes that provide team support are significantly better at it than a Blaster and when you subtract a portion of their damage, it's a much less significant hit to the team's overall dps than it is when you subtract it from a dps archetype.

 

Probably a defunct anecdote once you get to higher level play:

 

Was playing on my lvl 31 Brute and had 3 other guys tackling Ghost of Scrapyard so I get an invite and join in.  They are all lvl 35-37 Bane and Scrapper except the lvl 17 pain Corruptor.  Despite our attempts for 6 or so minutes, we could not budge his HP.  We came close to seeing a little dent in the bar but when people's HP started to drop and they had to use heals or when the Corr got one-shot and ran back, we were at square one.

 

So I offer to bring in my lvl 32 Beam/Temporal blaster.  I logged off, when to pocket d, swapped sides and by the time I got there, the scrapper left.  So I joined in and we start pounding away.  Almost instantly, we noticed a difference and after around 3 minitues, he budged his HP by a 1/5th.  By the time we got him down by 1/4th, 2 passerbys joined in (as they do) and we clean him up in a few more minutes.

 

I think, whether it's more advantageous to stack the other regen from time or the DPS from beam mainly depends on the circumstances.  If another teammate can add some -regen, you might be better off just DPSing.  If your team is small and you don't want to be the focus of the GM's attention, you might just stack that -regen instead as you're effectively adding more damage without as much hate. 

 

I've teamed up with someone who likes to "solo" GMs so I can get the badges (usually, by the time some fraction comes off the monster's bar, people join in).  I usually just tag the mob with the -regen so I don't end up dead.  Although he probably does enough DPS that the mob doesn't care about my dinky laser pointer.

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I love beam, I hate beam, I love Beam

 

It's a great set inside and out, damage check, debuff check, AoE doh, outside of T9 a bit sketchy, but it's damage and debuff  :)

 

The hate is some of the sounds and doesn't feel like a BFG, not visceral like Assault rifle.....but oh well

 

Damage, and debuff with Disintegrate popping up everywhere  <3  <3  <3

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  • 1 month later
On 6/7/2019 at 2:38 PM, Lockpick said:

Since no one has provided a build I thought I would throw something out there for discussion and critique.  On Blasters I tend to stay at range, so I build for Ranged defense.  This build is at softcap for Ranged, but I have only played to level 8, so would likely make adjustments as we go.  I like Cryo Freeze Ray as a hold to pair with a primary / secondary hold power (in this case Time Stop), so you can hold a boss with both powers.  Again, I have not played this character and have no idea how well this build would perform.  Any feedback is welcome.  I am particularly interested in attack chains to take down AVs.

 

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Veteran: Level 50 Natural Blaster

Primary Power Set: Beam Rifle

Secondary Power Set: Temporal Manipulation

Power Pool: Speed

Power Pool: Leaping

Power Pool: Fighting

Ancillary Pool: Munitions Mastery

 

Hero Profile:

Level 1: Single Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(11), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(23), Thn-Dmg/EndRdx/Rchg(29)

Level 1: Time Wall -- TraoftheH-Acc/Rchg(A), TraoftheH-EndRdx/Immob(45), TraoftheH-Acc/EndRdx(45), TraoftheH-Immob/Acc(45), TraoftheH-Acc/Immob/Rchg(46), TraoftheH-Dam%(46)

Level 2: Charged Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(11), Thn-Acc/Dmg/Rchg(15), Thn-Acc/Dmg/EndRdx(37), Thn-Dmg/EndRdx/Rchg(37)

Level 4: Cutting Beam -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(5), SprBlsWrt-Acc/Dmg/Rchg(9), SprBlsWrt-Acc/Dmg/EndRdx(17), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(39), SprBlsWrt-Rchg/Dmg%(39)

Level 6: Disintegrate -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(9), Thn-Acc/Dmg/Rchg(17), Thn-Acc/Dmg/EndRdx(36), Thn-Dmg/EndRdx/Rchg(37)

Level 8: Super Speed -- EndRdx-I(A)

Level 10: Combat Jumping -- Krm-ResKB(A), LucoftheG-Rchg+(50)

Level 12: Lancer Shot -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(13), Thn-Dmg/Rchg(13), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg/EndRdx(25), Thn-Dmg/EndRdx/Rchg(36)

Level 14: Aim -- RechRdx-I(A)

Level 16: Chronos -- RechRdx-I(A)

Level 18: Penetrating Ray -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(19), Thn-Dmg/Rchg(19), Thn-Acc/Dmg/Rchg(21), Thn-Acc/Dmg/EndRdx(25), Thn-Dmg/EndRdx/Rchg(36)

Level 20: Temporal Healing -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(23), Pnc-Heal(34), Pnc-Heal/Rchg(43)

Level 22: Kick -- Acc-I(A)

Level 24: Time Stop -- HO:Endo(A), HO:Endo(40)

Level 26: Piercing Beam -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(27), SprDfnBrr-Acc/Dmg/Rchg(27), SprDfnBrr-Acc/Dmg/EndRdx(29), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(31), SprDfnBrr-Rchg/+Status Protect(34)

Level 28: End of Time -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(43)

Level 30: Tough -- HO:Ribo(A), HO:Ribo(31), HO:Ribo(31)

Level 32: Overcharge -- Rgn-Dmg(A), Rgn-Dmg/Rchg(33), Rgn-Acc/Dmg/Rchg(33), Rgn-Acc/Rchg(33), Rgn-Dmg/EndRdx(34)

Level 35: Time Shift -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(39), Stp-Acc/EndRdx(46), Stp-Stun/Rng(48), Stp-Acc/Stun/Rchg(48), Stp-KB%(48)

Level 38: Time Lord -- StdPrt-ResKB(A), StdPrt-ResDam/Def+(40), GldArm-3defTpProc(40)

Level 41: Cryo Freeze Ray -- HO:Endo(A), HO:Endo(42)

Level 44: Surveillance -- AchHee-ResDeb%(A)

Level 47: Aging Touch -- Acc-I(A)

Level 49: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def(50), LucoftheG-Def/EndRdx(50)

Level 1: Brawl -- Acc-I(A)

Level 1: Defiance

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 -- UnbLea-Stlth(A)

Level 2: Rest -- RechRdx-I(A)

Level 4: Ninja Run

Level 2: Swift -- Run-I(A)

Level 2: Health -- NmnCnv-Regen/Rcvry+(A)

Level 2: Hurdle -- Jump-I(A)

Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(5), EndMod-I(7)

------------

 

 

 

 


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can you explain your attack chain with this build?

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7 hours ago, thegee said:

can you explain your attack chain with this build?

I haven't gone back to this character yet.  I have leveled a SoA, 2 Blasters, 1 Sentinel, and working on my Stalkers now.  It will probably be awhile before I come back to this one.

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  • 2 weeks later

Not a blaster, but I do have a Beam/Time corruptor that I play in the same way mostly. I've recently started slotting some of the single target attacks very heavily with procs, and also cutting beam. I would highly suggest it as it can really increase your damage output overall, and makes cutting beam a very useful cone attack (4 procs in it now).

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On 8/14/2019 at 10:40 AM, subbacultchas said:

Not a blaster, but I do have a Beam/Time corruptor that I play in the same way mostly. I've recently started slotting some of the single target attacks very heavily with procs, and also cutting beam. I would highly suggest it as it can really increase your damage output overall, and makes cutting beam a very useful cone attack (4 procs in it now).

Yes I’ve found the same technique to be useful.   Especially on any holds or debuffs that take procs.  Proc them up if you can.  It turns a debuff into an attack that does damage.      I haven’t looked at beam/temp specifically.  But if there is a temporal single target power that can take multiple procs and if you have build room then do it.   I’ve found on two of my masterminds /poison and /Trick Arrow that it actually turns an utter crap power into one of my best.   

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  • 1 year later
On 6/1/2019 at 8:49 PM, Solvernia said:

I have lots of opinions, and some of them are wrong, but if you take at least one of them to heart, let it be this.

 

There is nothing better than a Beam/Time blaster for completely and utterly destroying AVs and GMs. The amount of -regen and -res you can stack in addition to the incredible single-target damage output will make any boss's HP bar look like a graph of ProJared's subscriber count. With multiple solid AoEs including Cutting Beam, Disintegrate spread, Overcharge and End of Time, you can still mop the floor with groups of goons if you need to, but Beam/Time absolutely, positively shines in just making purple triangles irrelevant forever.

Beam Rifle and Temporal Manipulation are both great but are sub-optimal together.  Because Beam works better stacking beam attacks, is better at distance rather than melee range, which is where Temporal likes to be.  

If AVs/GMs are you goal then Beam/Plant is much better for this.  Spore Cloud is a toggle that offers over twice the -regen as End of Time. As a toggle, once applied, it doesn't cut into DPS.  Spore Cloud also offers -tohit and -dmg debuffs.  

 

Temporal Manip.  pairs better with sets like Fire, Radiation, Dual Pistols, Ice, Energy, and Psychic. 

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