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Elec/Elec Build


The Bagman

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  • 2 weeks later

Its not about purple and ATO sets. Its about what your toon needs. That is based on the archetype, powers chosen, how many slots you placed in those chosen powers and what you want your toon to do: door missions, farm or pvp. Basically, a toon can be resistance based, defense based and in some cases have good res/def. You have asked about electric/electric blasters.

 

Again not knowing what you want your toon to run, I will discuss a build for electric/electric blasters (e/e) for tfs and door missions. Usually, a toon will have weaknesses when you build it for certain foe.  Most level fifty tfs and doors that I run have the following enemies, carnies, arachnos, rikti, romans and freaks. Since I am primarily fighting the previously mentioned foe, I select powers that allow me to build up my s/l, psi, energy, health, recharge and regen. E/e blasters are easiest to be primarily resistance based. I always cap s/l and try to get psi, energy and toxic  as high as possible, They usually run between 51-68 depending on additional p2w and sg buffs. Again, it is not about the enhancement set as much as it is to get the important combat stats capped or as high as you can (50 -68). i often use low level enhancements to build up important combat stats there-by passing up purples and atos. I guess its best to say that the sets bonuses are more important to me than what the value of each enhancement provides. Here is an example of how I decide on what enhancement to select. Ragnarok Damage recharge value is 33.1% dam and 33.1% rech while bombardments damage/rech is 26.5% dam and 26.5% rech.  My combat stat for psi was 68% and my energy and negative energy needed to be higher. Accordingly, I selected the set of bombardments.  The other set bonuses were very good and I certainly could use them. However, the ragnarok had f/c which I dont need in most doors and tfs. The recovery was not needed especially because of  power sink which drains end and returns it to me. Power sink has a decent rech of about 25 secs.  Again, psi was way above being soft capped, so I really needed the energy and negative energy a lot more. Bombardment was the choice for me on that toon for what I intended to run him. So, this build is resistance based and all of the combat stats that I will need for the foe I will be fighting on doors and tfs are capped or 50 -68%. The downside is f/c and negative energy are very low and when fighting those enemies I would select a different toon.

 

Most players make the mistake of trying to run an e/e blaster as a range toon. E/e blasters are sappers and need to get up close and personal. They have as many melee powers as they do ranged. I use both when I fight as melee. One of the greatest mistakes that players make is not selecting power sink and short circuit. Players want damage so they by-pass those two end drain powers. Let me say this: When foe has NO END THEY CANT DO SHIT. Now how you slot those two powers makes all the difference. Short circuit can also take melee aoe and still be very effective at end drain and give you added damage. Power sink I always 3 slot with eff/adts. Thus, I drain enemies end, give damage and get a lot of end returned to my toon.

 

A lot goes into building a toon. I have not even discussed play style, power rotation and most importantly know your toon. Most players want a "pling" to be power leveled. If you are a noob or unfamiliar with blasters and their powers, then you need to level the toon up to learn its powers so you know which one's are good and which ones are not for you. You will have a difficult time selecting powers and slotting them if you have a poor understanding of the power sets offered for your toon. Last plan your build for what you intend to run it on and the foe you will be fighting. This is done by researching the type of damage foe deal and then use your combat stats to get the resistance and/or def capped or near capped. Last. Damage and recharge are very important for a blaster. You will need to figure out a way that best allows you to add those into the combat stats, as well.

Edited by G E Man
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My most survivable Blaster ever.

 

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

Click this DataLink to open the build!

Blanker: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Temporal Manipulation
Power Pool: Concealment
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Lightning Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(3), Thn-Dmg/Rchg(3), Thn-Acc/Dmg/Rchg(5), Thn-Acc/Dmg/EndRdx(5), Thn-Dmg/EndRdx/Rchg(7)
Level 1: Time Wall -- TraoftheH-Acc/Rchg(A), TraoftheH-EndRdx/Immob(7), TraoftheH-Acc/EndRdx(9), TraoftheH-Acc/Immob/Rchg(9), TraoftheH-Dam%(11), TraoftheH-Immob/Acc(11)
Level 2: Ball Lightning -- Artl-Acc/Dam(A), Artl-Dam/End(13), Artl-Dam/Rech(15), Artl-Acc/Dam/Rech(15), Artl-Acc/Rech/Rng(17), Artl-End/Rech/Rng(17)
Level 4: Stealth -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), ShlWal-ResDam/Re TP(19)
Level 6: Charged Bolts -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(21), SprDfnBrr-Acc/Dmg/Rchg(21), SprDfnBrr-Acc/Dmg/EndRdx(23), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(23), SprDfnBrr-Rchg/+Status Protect(25)
Level 8: Charge Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(25), GssSynFr--ToHit/Rchg/EndRdx(27), GssSynFr--Rchg/EndRdx(27), GssSynFr--ToHit/EndRdx(29), GssSynFr--Build%(29)
Level 10: Chronos -- RechRdx-I(A), RechRdx-I(31)
Level 12: Zapp -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(31), ExcCnt-Dmg/ActRdx(31), ExcCnt-Dmg/Rng(33), ExcCnt-Dmg/Rchg(33), ExcCnt-Stun%(33)
Level 14: Fly -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel(34)
Level 16: Grant Invisibility -- Rct-ResDam%(A)
Level 18: Phase Shift -- RechRdx-I(A)
Level 20: Temporal Healing -- Prv-Absorb%(A), Prv-Heal(34), PrfShf-End%(34), PrfShf-EndMod(36), EndMod-I(36)
Level 22: Time Stop -- Lck-Acc/Hold(A), Lck-Acc/Rchg(36), Lck-Rchg/Hold(37), Lck-EndRdx/Rchg/Hold(37), Lck-Acc/EndRdx/Rchg/Hold(37), Lck-%Hold(39)
Level 24: Kick -- FrcFdb-Rechg%(A)
Level 26: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(39), RctArm-ResDam(40)
Level 28: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(40), LucoftheG-Def/Rchg(40), LucoftheG-Def/EndRdx/Rchg(42), LucoftheG-Def(42), Ksm-ToHit+(42)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 32: Thunderous Blast -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(43), SprBlsWrt-Acc/Dmg/Rchg(43), SprBlsWrt-Acc/Dmg/EndRdx(45), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(45), SprBlsWrt-Rchg/Dmg%(45)
Level 35: Personal Force Field -- LucoftheG-Def/Rchg+(A)
Level 38: Time Lord -- StdPrt-ResDam/Def+(A)
Level 41: Repulsion Bomb -- Bmbdmt-Dam(A), Bmbdmt-Dam/Rech(46), Bmbdmt-Acc/Dam/Rech(46), Bmbdmt-Acc/Dam/Rech/End(48), Bmbdmt-+FireDmg(48), SuddAcc--KB/+KD(48)
Level 44: Temp Invulnerability -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(50), RctArm-ResDam(50)
Level 47: Time Shift -- ImpSwf-Acc/Slow(A), ImpSwf-Dam%(50)
Level 49: Force of Nature -- GldArm-3defTpProc(A)
Level 1: Defiance 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Flight-I(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(13), Mrc-Rcvry+(39)
Level 1: Stamina -- PrfShf-End%(A), PrfShf-EndMod(46)
Level 49: Quick Form 
Level 14: Afterburner 
Level 6: Shocked 
------------

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