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Electric/Dark/Ice - suggestions


Outrider_01

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Was dinking around, decided to try something different and thought of Electric/Dark to get ultilize Eletrics special damage function with endurance when I was thinking about that old Electric/Fire combo.  Its probably not as strong, but with Soul Drain + Damage and slotted for damage, Dark Consumtion/Ball Lighting/ Short Circut with slotted for damage with END reduction sets, it seemed like a fun build when you pair in TP/Stealth to use that bonus damage feature of endurance built into Electric blast.

Spoiler

This Hero build was built using Mids Reborn 3.1.2.5
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Technology Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Darkness Manipulation
Power Pool: Flight
Power Pool: Concealment
Power Pool: Teleportation
Power Pool: Speed
Ancillary Pool: Cold Mastery

Hero Profile:
Level 1: Lightning Bolt -- SprDfnBrr-Dmg/Rchg(A), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Rchg/+Status Protect(5)
Level 1: Penumbral Grasp -- Empty(A)
Level 2: Ball Lightning -- Dtn-Acc/Dmg(A), SynSck-EndMod(7), SynSck-Dam/Rech(7), SynSck-EndMod/Rech(9), SynSck-Dam/Rech/Acc(9), SynSck-Dam/Acc/End(11)
Level 4: Hover -- LucoftheG-Def/Rchg+(A)
Level 6: Short Circuit -- SynSck-EndMod(A), SynSck-Dam/Rech(11), SynSck-EndMod/Rech(13), SynSck-Dam/Rech/Acc(13), SynSck-Dam/Acc/End(15), Erd-Acc/Dmg/Rchg(15)
Level 8: Charge Up -- RechRdx-I(A), RechRdx-I(17), GssSynFr--Build%(17)
Level 10: Fly -- HypSnc-Fly(A), HypSnc-End(19), HypSnc-+Special(19), Srn-EndRdx(21)
Level 12: Stealth -- LucoftheG-Def/Rchg+(A)
Level 14: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A), Srn-EndRdx(21)
Level 16: Soul Drain -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(23), Arm-Acc/Rchg(23), Arm-Dmg/EndRdx(25), Arm-Dam%(25)
Level 18: Teleport -- Wrp-Range(A), Wrp-End/Range(27), Wrp-End(27), Wrp-+Special(29), Jnt-EndRdx(29)
Level 20: Touch of the Beyond -- Acc-I(A), EndMod-I(31), Heal-I(31), Heal-I(33)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 24: Infiltration -- LucoftheG-Def/Rchg+(A), UnbLea-Stlth(33)
Level 26: Combat Teleport -- Jnt-Rng(A), Jnt-EndRdx(34), Jnt-EndRdx/Rng(34)
Level 28: Dark Consumption -- SynSck-EndMod(A), SynSck-Dam/Rech(36), SynSck-EndMod/Rech(36), SynSck-Dam/Rech/Acc(36), SynSck-Dam/Acc/End(37), Erd-Acc/Dmg/Rchg(37)
Level 30: Zapp -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(37), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(39)
Level 32: Thunderous Blast -- SprBlsWrt-Dmg/Rchg(A), SprBlsWrt-Acc/Dmg(40), SprBlsWrt-Acc/Dmg/Rchg(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(40), SprBlsWrt-Rchg/Dmg%(42)
Level 35: Snow Storm -- EndRdx-I(A), Slow-I(42), Slow-I(42)
Level 38: Dark Pit -- AbsAmz-ToHitDeb%(A), AbsAmz-Stun(43), AbsAmz-Stun/Rchg(43), AbsAmz-Acc/Stun/Rchg(43), AbsAmz-EndRdx/Stun(45), Stp-KB%(45)
Level 41: Frozen Armor -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(45), LucoftheG-Def/EndRdx(46), StdPrt-ResDam/Def+(46), GldArm-3defTpProc(46)
Level 44: Hoarfrost -- DctWnd-Heal/EndRdx(A), DctWnd-Heal/Rchg(48), DctWnd-Heal/EndRdx/Rchg(48), DctWnd-Heal(48), DctWnd-Rchg(50)
Level 47: Fold Space -- RechRdx-I(A), RechRdx-I(50)
Level 49: Teleport Target -- Empty(A)
Level 1: Brawl -- Empty(A), Empty(31), Empty(34), Empty(50)
Level 1: Defiance 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Health -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Stamina -- Empty(A)
Level 10: Afterburner 
Level 1: Shocked 
Level 49: Quick Form 
------------

 

Not entirely sold on Cold Mastery, could not get a decent amount of defense.  Mostly for Hoarfrost to add a hitpoint buffer cause with the AoE attacks it will be hit.  Have an extra 3 slots I don't know what to do with so tossed in Brawl for now.

 

At best, its just one of those fun builds for no reason but to have fun and see if it works...even if its not good at it 😆

"Farming is just more fun in my opinion, beating up hordes of angry cosplayers...."  - Coyotedancer

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You seem to be all over the place with this build.  You seem to want to play ranged since you didn't take any melee attacks, but you will need to go into melee for Soul Drain, Dark Consumption, and Short Circuit.  Also, Combat Teleport and Fold Space aren't for someone who wants to stay at range either.  Given you'll be using SD, DC, and SC - commit to being a melee blaster and add in Smite and Midnight Grasp - they are heavy hitters worth slotting.  And I personally would also add in Death Shroud - if foes are in melee with you, let them take more damage!  You can also get more Def from melee and PBAOE sets - especially the Winter sets.

 

Too many travel powers - pick 1 or 2 and go with it.  I would ditch Flight pool, personally, and that would free up slots for other powers I mentioned above.  

 

You don't need Stealth + Infiltration + Stealth IO.  pick either Stealth +IO or Infiltration +IO.  I'd suggest Stealth (lower end cost) and then put your Stealth IO in Sprint to free up that 2nd slot for a Shield Wall special, Reactive Def Scaling Resist, or Karma KB prot.

 

Touch of the Beyond / Stamina - Don't really need Acc in TotB.  The Acc is for the Fear component only.  The power is already at base 90% Acc and with enough global Acc bonuses, you'll achieve the Fear on your target - but who cares, since this power is primarily to give you end and regen.  However, you have to remember to click the power at least once every 2 mins to get your end/regen buff (which is auto-hit).  You will forget to click it.  And you may run low on end when no mobs are around - so a couple slots in Stamina may be useful as backup.  Feel free to use sets in TotB instead of generics as well.  

 

Combat Teleport - Jaunt not needed in it.  A single generic range IO will suffice.  But the beauty of this power is the +To Hit bonus you get when teleporting.  So you could also slot +To Hit in it.  

 

Teleport - all those enhs are not needed.  Warp Set bonuses are not worth slotting for and those slots can be better used elsewhere.  A single End redux and possibly a single range is all you need.  Slotting Blessing of the Zephyr is a good way to pick up a little bit of extra Def and some KB Prot.  

 

Blaster AT IO sets:  Blaster's Wrath and Defiant Barrage, since you said you had extra slots, why didn't you 6 slot those two sets?  That's 7.5% to Ranged, Energy, and Neg!  Do it.  🙂  

 

I've never seen that many +5 Boosted IOs in a build before!  That is a LOT of money for all those boosters.  Is that intended or did you have "Show all IOs at max level and +5" selected in your options?  This can make you think you're more uber than you are, if that was not intended to have them all at +5.

 

Now for Electric Blast.... You're missing out on some of the best things they changed about the set by skipping Tesla Cage and especially Voltaic Sentinel.  Tesla cage is used to execute your Static Charge and it's now a targeted AOE that holds the target and then chain shocks nearby foes doing additional damage.  Voltaic Sentinel is now a toggle - so no more constantly clicking!  it's an un-targetable pet that constantly does damage and drains foes end.  You're missing out on a LOT of added damage and end drain by skipping these.  

 

Cold Mastery - I assume you didn't want to go the Scorpion Shield Route, and that's ok.  However, I'd switch from Snow Storm to Flash Freeze.  I'd think the AOE sleep would be more handy to deal with annoying mobs than having a heavy slow toggle running.  I'd also consider switching to Scorp Shield - you can save on power choices, get it earlier, and you can get to or near max +HPs with set bonuses and Accolades - making Hoarfrost not really needed.  

Edited by Frozen Burn
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You can stuff the energy manipulator stun proc in ball lightning and short circuit, maybe dark consumption for some amusement with oppressive gloom.

 

Problem with Electric blast now is that most of the powers are considered attractive, which makes it hard to stuff things from the secondary AND slot those well. It doesn't help that the build also took a bazillion travel powers.

 

For defense focused IOed blasters I'd consider skipping Tesla Cage, although I can definitely see value in it as a hold for problem targets. Voltaic would be a late game pick because 1) mezzes and 2) High endurance consumption that requires you to shore up your endurance reduction/management tools. TBH I still think voltaic is an optional pick for blasters because blasters aren't lacking for damage even if they are electric blast, and especially so if said blaster is taking advantage of the attacks in the secondary. However, if Voltaic remained a toggle that didn't shut down to mezzes, it'd be a real contender.

 

Dark consumption is also a "maybe skip" for blasters since they have superior end recovery via the sustain, and electric blast returns end occasionally, and also DC has a long timer. If anything it can be a proc bomb, and I'd take it if I took Voltaic sentinel, but I voiced my opinions on voltaic above.

 

Dark pit is a skip as well for Defense focused IOed blasters. The mag 2 stun is less meaningful when you can dodge most attacks and kill fodder quickly.

 

The greatest irony for these builds that avoid melee attacks like a plague is the fact that 6 slot Makos Bite provide range def, +hp and +dam, which are all good bonuses for range blaster builds and better alternatives to 6 slot Thunderstrikes in a lot of cases. And so many people are so fixated on this idea of "NO MELEE ON BLASTERS" that they fail to recognize the potential to slot the melee attacks for meaningful bonuses in order to make room for procs and other enhancements that elevate damage on their ranged attacks.

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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As a followup this is my draft of a build that zooms in on stuns and uses knockdown as a mitigation as well so you can execute those AoEs in mobs faces. It veers off the beaten path of defense softcap and the stun proc isn't going to be reliable, but the build overall shows an understanding of the game plan (stun/KD and blast), cohesiveness, and direction.

 

The less survival you have, the more meaningful slow resistance is against mobs where that matters. Don't skimp on slow resist.

 

This Hero build was built using Mids Reborn 3.2.17
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 49 Technology Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Darkness Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Lightning Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(3), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(5)
Level 1: Penumbral Grasp -- Acc-I(A)
Level 2: Ball Lightning -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Acc/Dmg/EndRdx(7), Rgn-Knock%(7), Bmbdmt-+FireDmg(9), EnrMnp-Stun%(9), Ann-ResDeb%(11)
Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 6: Short Circuit -- SprAvl-Acc/Dmg/Rchg(A), SprAvl-Acc/Dmg/EndRdx/Rchg(11), OvrFrc-Dam/KB(13), Arm-Dam%(13), EnrMnp-Stun%(15), FuroftheG-ResDeb%(15)
Level 8: Charge Up -- GssSynFr--Build%(A)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 12: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(17), StnoftheM-Acc/ActRdx/Rng(19), StnoftheM-Dmg/EndRdx/Rchg(19), StnoftheM-Dam%(21)
Level 14: Super Speed -- BlsoftheZ-ResKB(A), WntGif-ResSlow(21)
Level 16: Soul Drain -- Arm-Dmg/Rchg(A), Arm-Dmg(23), Arm-Acc/Dmg/Rchg(23), Arm-Acc/Rchg(25), Arm-Dmg/EndRdx(25), SprAvl-Rchg/KDProc(27)
Level 18: Smite -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(27), Hct-Acc/Rchg(29), Hct-Dmg/EndRdx(29), Hct-Dam%(31)
Level 20: Touch of the Beyond -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(31), PreOptmz-EndMod/Rech(31), PreOptmz-EndMod/Acc/End(33), PreOptmz-EndMod/Acc/Rech(33), PreOptmz-EndMod/End/Rech(33)
Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(34), Rct-Def/EndRdx(34), Rct-ResDam%(34)
Level 24: Kick -- Empty(A)
Level 26: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(36), UnbGrd-ResDam/EndRdx(36)
Level 28: Dark Consumption -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/EndRdx(36), EnrMnp-Stun%(37)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(37), ShlWal-Def(37), ShlWal-ResDam/Re TP(39)
Level 32: Thunderous Blast -- SynSck-EndMod(A), SynSck-Dam/Rech(39), SynSck-EndMod/Rech(39), SynSck-Dam/Rech/Acc(40), SynSck-Dam/Acc/End(40), Rgn-Dmg/Rchg(40)
Level 35: Dark Embrace -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam/EndRdx(42), UnbGrd-Max HP%(42), UnbGrd-ResDam(48)
Level 38: Midnight Grasp -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(42), SprBlsWrt-Acc/Dmg/Rchg(43), SprBlsWrt-Acc/Dmg/EndRdx(43), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(43), SprBlsWrt-Rchg/Dmg%(45)
Level 41: Oppressive Gloom -- HO:Endo(A), HO:Endo(45)
Level 44: Dark Pit -- AbsAmz-Stun/Rchg(A), AbsAmz-Acc/Stun/Rchg(45), AbsAmz-Acc/Rchg(46), AbsAmz-EndRdx/Stun(46), AbsAmz-ToHitDeb%(46)
Level 47: Voltaic Sentinel -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(47), SprDfnBrr-Acc/Dmg/Rchg(47), SprDfnBrr-Acc/Dmg/EndRdx(47), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(48), SprDfnBrr-Rchg/+Status Protect(48)
Level 49: Tactics -- HO:Cyto(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- UnbLea-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Health -- Pnc-Heal/+End(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 49: Quick Form
Level 14: Speed Phase
Level 1: Shocked
------------

 

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Edited by Nemu

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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Ok, might seem like I am rambling, 6 hours of sleep in 2 days....ready to face plant 😁

  

10 hours ago, Frozen Burn said:

You seem to be all over the place with this build.

Its not a set perfect build, been there done that got the Spandex and Cape. 

 

Last 6 built toons are what I would call sidekicks and justice league of jokers, different concepts that I come up with like a Ice/poison corrupter with 100 range everything from blasts and debuffs, fitting procs in when I could.  A grav/Psi dominator, more a blaster throwing sinks at bad guys with Propel and still managing to have perma dominate.  Cheap builds usually, trying for like 350m builds, get 3 toons for the cost of one toon with a 1.2b build; the more expensive ones would be like a Savage/Shield scrapper with Savage Leap, Shield Charge, and Spring Attack for 3 teleport attacks for shiggles; cheap Savage/Bio stocker with that knockdown proc and touch of death damage proc in melee sets which fire pretty often (bio is crunchy like a grill cheese sandwich😞 )

 

This is built around the Electric bonus damage gimmick.  Its a AoE melt toon, fly in behind a tank in a group and less of a solo toon (probably a PI or DA paper mission runner when I want to play casual).  Pop Soul, AoE, Port ahead, AoE second group.  Animations are pretty fast, so should be able to use Dark Consumption, Ball Lighting, and Short Circuit inside an Aim power cycle, SD being almost perma.  With the buff to flight, I love the travel power compared to 2005 when I last used it and if I wanted to melee I would just use a scrapper or brute with SJ for ground travel.

 

Stealth vs Infiltration, again a different concept.  flights kind of a pain in the ass in caves, so infiltration makes a decent travel power on the ground and stealth IO makes it full invise. 

 

Teleport slotting, the 7.5% range increase and with Flight + Teleport can get across zones quick; also want to do the target.  Stacked with the Blaster buff 10% bonus and an DMG/Range IO, 60->100 range Thunder blast 👍.  Fold space, couldn't think of anything but its down to 30 second recharge; just something to experiment with.  Teleport + flight across zones or Combat Teleport to get that slight ACC bonus; macro to teleport to target which would be the tank.  

 

The blaster set bonus is Range defense, harder to build for.  Works great if I fly out of melee attacks like Freakshow hammer hands or sickle fingers, but its useless vs AoE attacks or range lethal/smash such as rifles.  Lethal/Smash (Scorpion or Ice Armor) def works well against a lot of split damage types like Ice melee or blast, Fire Ball (only one in blast), Fire Melee with smasthing/lethal component, Energy Melee/Blast, Dark Melee.  So makes a good all round poor mans def.

 

I have only +5 one toon, my farmer.  I always +5 to see where my stats are and how close I am to perma hasten.  Those last 6 toons build have all been Attended just because no reason but why not.

 

Spoiler

Now for Electric Blast.... You're missing out on some of the best things they changed about the set by skipping Tesla Cage and especially Voltaic Sentinel. 

I will have to look at it but the text in Mids doesn't say that about Telsa Cage; Bopper is slacking of at updating it.  I have used so many damage procs (Hold sets) in my all my dominators to turn the single target range attack, the fad kind of wore off.  As for Voltaic, sounds kind of like an AoE damage aura; if it had the mental capacty of a Fire Imp (which isn't much, hits one thing twice then scampers off to the another).  Kind of a double damage aura with Death Shroud; sort off.

 

Cold mastery with slow toggle, can use from behind a corner unless that changed.  Cast, they slowly start to scatter from the dumb flee mechanic, port in and go to town.  Something different for a fun toon.

2 hours ago, Nemu said:

Problem with Electric blast now is that most of the powers are considered attractive

Definitely, aside from the animations I used to just hate seeing it and the endurance drain wasn't a big attraction to it.  Now with the damage endurance modification sets and the electric shock mechanic; triple awesome.  And pure energy isn't resisted often compared to energy blast (energy/smash, smash gets resisted to comparable levels).

 

Dark Consumption, true...its more for the endurance drain aspect and the electric shock mechanic.  Its why I build it that way and the damage is comparable to Short Circuit.  Other endurance drains have no damage at all, but with the IO Damage set you get 3 effects; full endurance, a bit of damage, and the Electric shock gimmick.

 

Dark Pit...ehh, something different.  Animation looks cool, but yeah its less than useful but vs a group while it does cut down minion retaliation.  Animation is 1.07 seconds and the recharge is down to 25 seconds; not much different than Aim.   An alternative is Midnight Grasp and a lot of spare slots still for other things

 

I get what your saying about no melee, just didn't want it.  Getting older and more lazy for range attacks, either a brute or scrapper if I want to slap things around; maybe a dominator since they won't fight back and can be stunned than immobilized.

 

I will look at your build, but its has Fighting and Leadership which I am trying to avoid.  Just tired of that crutch in my builds

 

you guys gave me some ideas, thank you.

"Farming is just more fun in my opinion, beating up hordes of angry cosplayers...."  - Coyotedancer

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1 hour ago, Outrider_01 said:

This is built around the Electric bonus damage gimmick.  Its a AoE melt toon, fly in behind a tank in a group and less of a solo toon (probably a PI or DA paper mission runner when I want to play casual).  Pop Soul, AoE, Port ahead, AoE second group.  Animations are pretty fast, so should be able to use Dark Consumption, Ball Lighting, and Short Circuit inside an Aim power cycle, SD being almost perma.  With the buff to flight, I love the travel power compared to 2005 when I last used it and if I wanted to melee I would just use a scrapper or brute with SJ for ground travel

 

I get the appeal of the new Endmod/damage sets.  But quite frankly, they're horrible.  Not only are the set bonuses "meh," but they do not boost the power's damage enough -- so you will have to boost the IOs themselves to get the damage you want.  You say you want a cheap build -- and I am all for that -- but buying all those boosters, is not cheap -- unless you have a stock pile of them from buying a lot of packs.

 

  

1 hour ago, Outrider_01 said:

Stealth vs Infiltration, again a different concept.  flights kind of a pain in the ass in caves, so infiltration makes a decent travel power on the ground and stealth IO makes it full invise. 

 

Sure, Infiltration + the Stealth IO for complete invis is fine and yes, does help running around caves better.  But you do not need the Stealth Power added in as well - that is completely redundant, unless you plan on PVP'ing where you want the extra invis.

 

1 hour ago, Outrider_01 said:

Teleport slotting, the 7.5% range increase and with Flight + Teleport can get across zones quick; also want to do the target.  Stacked with the Blaster buff 10% bonus and an DMG/Range IO, 60->100 range Thunder blast 👍.  Fold space, couldn't think of anything but its down to 30 second recharge; just something to experiment with.  Teleport + flight across zones or Combat Teleport to get that slight ACC bonus; macro to teleport to target which would be the tank.

 

You're still all over the place with travel powers.  Sure getting across zones faster and getting to the mission quick is great, but if you're a "support" blaster and wanting someone to eat your alphas, then you're still gonna be waiting at the door while they get to the mission -- so a lot of wasted slotting and power picks to be the first one in the mission just to wait for the team.  ...something to think about.

 

Teleport vs Flight - pretty redundant especially now that Fly gives inherent Afterburner.  If you prefer flying, that is fine (I do too!), keep Evasive Maneuvers, and Hover... but then just keep Combat Teleport in addition.  Fold Space is great, add in too if you want, but it does require some accuracy -- even double slotted acc for higher level mobs.  Teleport Target also seems like a wasted power pick and you could get something else.  

 

1 hour ago, Outrider_01 said:

The blaster set bonus is Range defense, harder to build for.  Works great if I fly out of melee attacks like Freakshow hammer hands or sickle fingers, but its useless vs AoE attacks or range lethal/smash such as rifles.  Lethal/Smash (Scorpion or Ice Armor) def works well against a lot of split damage types like Ice melee or blast, Fire Ball (only one in blast), Fire Melee with smasthing/lethal component, Energy Melee/Blast, Dark Melee.  So makes a good all round poor mans def.

 

The Blaster set bonus is Ranged/Energy/Negative.  You get 5% Ranged + 2.5% Enrg/Neg on one, and 5% Enrg/Neg + 2.5% ranged on the other = 7.5% to Range/Enrg/Neg... that's huge.  And even if you are in melee range, have a defense to ranged attacks is still good as some mobs will still shoot at you until they close in and/or switch to melee-mode.  And having +7.5% extra Def to Enrg/Neg is always good since Energy is one of the most common damage types out there.  

 

1 hour ago, Outrider_01 said:

I will have to look at it but the text in Mids doesn't say that about Telsa Cage; Bopper is slacking of at updating it.  I have used so many damage procs (Hold sets) in my all my dominators to turn the single target range attack, the fad kind of wore off.  As for Voltaic, sounds kind of like an AoE damage aura; if it had the mental capacty of a Fire Imp (which isn't much, hits one thing twice then scampers off to the another).  Kind of a double damage aura with Death Shroud; sort off.

 

Yeah, mids hasn't updated Tesla Cage to reflect the change.  See the patch notes here:  

 

 

You can also read about Voltaic Sentinel there too.  No, it doesn't wander off (too far) like other pets.  It stays fairly close and attacks mobs.  Mobs will also try to attack it, but since it is untargetable, they can't and the mob runs in circles around it not knowing what to do.  It has a soft control that way.

 

Yes, it's a heavy toggle if unslotted, but end redux greatly helps and plus, you have Touch of the Beyond, Stamina, and Dark Consumption - you shouldn't have any end issue at all between the 3.  

 

 

1 hour ago, Outrider_01 said:

Dark Consumption, true...its more for the endurance drain aspect and the electric shock mechanic.  Its why I build it that way and the damage is comparable to Short Circuit.  Other endurance drains have no damage at all, but with the IO Damage set you get 3 effects; full endurance, a bit of damage, and the Electric shock gimmick.

 

Dark Pit...ehh, something different.  Animation looks cool, but yeah its less than useful but vs a group while it does cut down minion retaliation.  Animation is 1.07 seconds and the recharge is down to 25 seconds; not much different than Aim.   An alternative is Midnight Grasp and a lot of spare slots still for other things

 

You are exactly right with Dark Consumption - slot for damage instead of end drain.  Use it like a PBAOE attack.  Even slotted for damage, you can fill your bar off a few mobs.  1 target will still give decent end back, but with the right slotting and use of Touch of the Beyond, you won't need it.

 

Dark Pit - yep, as you said good for taking minions out of a fight.  However, still skippable since you are not eating alphas and only coming in after the fact.  Take something that helps you kill faster, better, quicker?  It is REALLY useful with Oppressive Gloom, like @Nemu build.  Toss the Pit, teleport in, and let the Opp Gloom stack to get the LTs and Bosses.  But that also means taking a Resistance armor (which I am all for -- I did that with my Dark/Dark/Dark Blaster and they survive quite well even at +4 / other end-game content).  ...something else to consider.

 

1 hour ago, Outrider_01 said:

I get what your saying about no melee, just didn't want it.  Getting older and more lazy for range attacks, either a brute or scrapper if I want to slap things around; maybe a dominator since they won't fight back and can be stunned than immobilized.

 

Totally get that you don't want to melee, but selecting at least the 2 I suggested (Smite and Midnight Grasp) can get you some juicy Defense bonuses with the melee Winter set and either Mako's or Touch of Death (my preference, as it gives similar bonuses to Mako's but with melee defense instead).  Even if you don't use the melee powers, they'll give you great bonuses. 

 

Good luck!  If you  make changes to your build, please share what you settle on.  🙂  

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