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Posted

So it's been AGES since I've played a Blaster all the way up (like, since I14 maybe?)

 

Given we have inherent Fitness pools these days, we have a number of powers to play around with in most builds. What are the best ways to get some decent survivability? Assume unlimited budget.

 

Do we try to get as close to the Def soft cap as we can? What about Patron pools - seems like we can go for a toggle with a base S/L Resist of 20%, or go Mace for 10% base Defense to them.

 

Some things I noticed:

The typical combos of slotting up Weave/Tough/Combat Jumping are okay but are pretty weak for Blasters compared to others.

Most IO set defense bonuses are positional (Ranged and AOE mostly with some Melee), which doesn't play well with the Patron defense skill (Which is S/L)

 

It seems like it'd be pretty easy to get to 60%+ Smashing/Lethal Resist, but then your overall defenses would be pretty low.

 

Thoughts? Or links to guides for Blasters?

 

Thanks! <3

 

 

Posted

First, you make sure to take your Sustain. It's worth several times the fitness pool in a single power pick. For the most part these do little(absorb) to nothing(regen) against a mass of focused fire, but make you surprisingly quick at topping back off from the occasional glancing hits and between fights. Depending on your secondary it may even include a very mild defense or resist component too.

 

Second, a warning: Those who de-slot their attacks for a little safety will obtain neither DPS nor safety. Softcapping? IF it can be done, you'll have gimped your throughput so hard you'll just end up murdered real slowly, while watching that defender outdamage AND outlast you despite being in a team of 4+. Instead, you're looking at probably 13-14% defense (or more likely a staggered result of IOs with like 12% here and 18.9% vs energy and 15% there) before accounting for a Support Hybrid incarnate toggle on.

 

That said:

-Tough and Weave are prized here, Weave especially - but Blasters have so few places to slot resistance sets that Tough will do you some good too.

-Maneuvers may be the lowest pool value compared to a Defender, but it's still one of the higher base def% offered to blasters

-Hover or Combat Jumping (or both) offer a smidgen of defense - nothing worth going heavy on the slots for, but that Sustain, remember that? You've got spectacular base endurance recovery compared to most forms of most ATs.

Now of course, there's also your Epic. All of them have some sort of protection - most of them toggles but an auto resist in Munitions with Body Armor. Those toggles tend to come with an extra damage type or two that they protect against, like Energy which is quite nice in incarnate content.

 

Let's be honest with ourselves: Even with all of these, before IOs, we're sitting on utterly pathetic levels of defense and resist. But we should still make sure to at least obtain them: 10% defense against a 50% hit chance means you're now taking 80% of the hits that you would've. This adds up, especially now that we have the ability to actually regenerate some of that health given the time. You are a squishy. This level of survivability will give you an edge, but your real job is industrial slaughter.

 

Come IOs, the most important things are probably the globals. Oh you'll want some of those +def set bonuses, but the big gamechangers are the +3% all defenses IO in your resistance sets, the +7.5% max HP, that 5% resist all in your defense sets... you get the idea.

Posted

...before accounting for a Support Hybrid incarnate toggle on.

 

What is it about the Support Hybrid that makes it go-to for this?  (I never quite wrapped my head around the Hybrid slot before shutdown.)

Posted

Oh that's quite straightforward: It can give like 8% defense which to a Blaster is phenomenal and it's an AoE aura. Think of it as a multi-leadership in a single power.

For anyone else, the Endurance discount passive is pretty hot stuff (not as critical to us), and the (mild) damage, accuracy, special-duration and defense buff can stack as well.

 

If you don't want one of the Assaults, the support'll give you some nice survivability.

Posted

My En/En is softcapped to S/L and Ranged. It feels like this covers a significant amount of incoming fire whether I'm in melee or not.

 

The majority of the def bonusses come from 6 slotting, so you're not gimping yourself as suggested in posts above. Thunderstrike (ranged), Mako's Bite (ranged), etc etc. There's lots of ranged def to be found. In terms of S&L, I went for Scorpion Shield epic. 1 slot that you can get at 35. Add in Manoevers, Weave & CJ and you're doing pretty good. Top it off with the +def uniques and you'll be doing ok. Blasters kill stuff so 6 slot your attacks and kill stuff. Fancy holds, stuns and (lol) sleeps are for other ATs. Not getting hit means getting stunned/held/slept far less. I'd never go resistance on a blaster. Late game enemies have a ton of other effects tagged onto their attacks, so having them just plain miss is best all round. Ranged defence is my top priority. Building for S&L was just for fun.

 

The great thing about Blasters is damage, so if the enemy misses once, they're probably dead. That's why I went Musculature with my alpha - killing them first can be very good mitigation.

Posted

You can get softcapped Ranged defense (or pretty close to it) on a Blaster with IOs.

 

My AR/Dev Blaster has 44.6% Ranged defense (so close enough to the softcap for me). I posted the build in another thread but I'll give a basic summary:

https://forums.homecomingservers.com/index.php/topic,3175.msg23524.html#msg23524

 

Powers:

Combat Jumping (2.03%)

Field Operative (2.03%)

Maneuvers (3%)

 

IOs:

Steadfast Protection (3%)

Gladiator's Armor (3%)

2 x Thunderstike (7.5% total)

Sting of the Manticore (2.5%)

3 x Blessing of the Zephyr (3.75% total)

Gaussian's Synchronized Fire Control (2.5%)

Superior Defiant Barrage (2.5%)

Superior Blaster's Wrath (5%)

Stupefy (3.13%)

Expedient Reinforcement (3.13%)

Eradication (1.56%)

 

The total comes to 44.6%, I could softcap by swapping the Sting of the Manticore set for a third Thunderstrike but I like the build as it currently plays so I'm not in a hurry to do so.

 

Defender Smash!

Posted

The great thing about Blasters is damage, so if the enemy misses once, they're probably dead. That's why I went Musculature with my alpha - killing them first can be very good mitigation.

So much this.  While picking up some defense and resist certainly helps, blasters are all about offense.  No need to have defense if the other guy never gets off a shot.  And I'm not even talking about DPS here though that is important.  I'm saying that a blaster's first, second, third, and probably fourth priority is to take out the enemy.  If you get pinked once in a while by a stray minion shrug it off and shoot again.  Pop an orange and a purple if there is concern about a fight being tough.  Soloing I get it.  But on a team with any form of CC where the blaster is not the primary agro puller, defense is pointless and a waste of slots / powers.

Posted

1. Pick the content you want to tank. Blasters can't afford to be tanky against everything, but they can be tanky against specific damage types or encounter types. For example, S/L.

 

2. Get Mental Manipulation if you wanna tank. Drain Psyche is amazing.

 

Here's a Fire/MM build I made that softcaps s/l and hardcaps s/l with Barrier active, and has great +regen to stay alive. Pretty much built for AE S/L farms with great AoE, DPS and -regen for everything else.

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

SL Farmer: Level 50 Magic Blaster

Primary Power Set: Fire Blast

Secondary Power Set: Mental Manipulation

Power Pool: Speed

Power Pool: Fighting

Power Pool: Leadership

Power Pool: Leaping

Ancillary Pool: Mu Mastery

 

Hero Profile:

Level 1: Flares -- Apc-Dmg(A), HO:Nucle(3)

Level 1: Subdual -- Dmg-I(A)

Level 2: Fire Ball -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/Rchg(19), SprDfnBrr-Acc/Dmg/EndRdx(19), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(33)

Level 4: Mind Probe -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(5), KntCmb-Dmg/Rchg(5), KntCmb-Dmg/EndRdx/Rchg(7)

Level 6: Telekinetic Thrust -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(9), KntCmb-Dmg/EndRdx/Rchg(9)

Level 8: Hasten -- RechRdx-I(A), RechRdx-I(45)

Level 10: Super Speed -- BlsoftheZ-ResKB(A)

Level 12: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(13)

Level 14: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/Rchg(15), KntCmb-Dmg/EndRdx(15), KntCmb-Dmg/EndRdx/Rchg(17)

Level 16: Concentration -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(17)

Level 18: Blaze -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Dmg/Rchg(37), SprBlsWrt-Acc/Dmg/Rchg(37), SprBlsWrt-Acc/Dmg/EndRdx(40), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(42)

Level 20: Drain Psyche -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(21), Prv-Heal/Rchg(21), Prv-EndRdx/Rchg(23), Prv-Heal/EndRdx(23), Prv-Heal(33)

Level 22: Maneuvers -- LucoftheG-Rchg+(A), Ksm-ToHit+(31), Rct-ResDam%(31)

Level 24: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(25), AdjTrg-ToHit/EndRdx/Rchg(25), AdjTrg-EndRdx/Rchg(43), AdjTrg-ToHit/EndRdx(45), AdjTrg-Rchg(45)

Level 26: Blazing Bolt -- Apc-Dam%(A), Apc-Dmg/EndRdx(27), Apc-Acc/Rchg(27), Apc-Acc/Dmg/Rchg(29), Apc-Dmg/Rchg(29)

Level 28: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(36), GldArm-ResDam(37)

Level 30: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(43), LucoftheG-Def/EndRdx/Rchg(43), LucoftheG-Def(31), LucoftheG-EndRdx/Rchg(33), ShlWal-ResDam/Re TP(50)

Level 32: Inferno -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(34), Obl-Acc/Dmg/Rchg(34), Obl-Dmg/Rchg(34), Obl-Acc/Rchg(36), Obl-Dmg(36)

Level 35: Combat Jumping -- LucoftheG-Rchg+(A)

Level 38: Psychic Shockwave -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(39), Obl-Acc/Dmg/Rchg(39), Obl-Dmg/Rchg(39), Obl-Acc/Rchg(40), Obl-Dmg(40)

Level 41: Charged Armor -- UnbGrd-ResDam/EndRdx(A), UnbGrd-ResDam(42), UnbGrd-Max HP%(42)

Level 44: Electrifying Fences -- Rgn-Dmg/EndRdx(A), Rgn-Acc/Rchg(46), Rgn-Acc/Dmg/Rchg(46), Rgn-Dmg/Rchg(46), Rgn-Dmg(50)

Level 47: Summon Adept -- CaltoArm-Acc/Rchg(A), CaltoArm-Acc/Dmg(48), CaltoArm-Dmg/EndRdx(48), CaltoArm-Acc/Dmg/Rchg(48), CaltoArm-EndRdx/Dmg/Rchg(50)

Level 49: Vengeance -- LucoftheG-Rchg+(A)

Level 1: Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(3), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(11)

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 -- Empty(A)

Level 2: Rest -- Empty(A)

Level 4: Ninja Run

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

Level 2: Health -- Pnc-Heal/+End(A)

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

Level 2: Stamina -- EndMod-I(A)

Level 50: Agility Core Paragon

Level 50: Barrier Core Epiphany

Level 0: Portal Jockey

Level 0: Task Force Commander

Level 0: Freedom Phalanx Reserve

Level 0: The Atlas Medallion

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

 

 

 

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Posted

Just throwing x6 Thunderstrikes into your single target blasts (you probably have 3-4 of these) is a decent start. Thunderstrike is usually affordable and provides very good Ranged defense for the price. You get +3.75% Ranged defense for each 6-slotted Thunderstrike, max 4, which will bring you to 12-15 Defense to start out. Other good, sources of Ranged defense are the Hold sets (esp Basilisk's Gaze altho that can be expensive). 

 

If you can manage to hit around 20% Ranged defense you should notice a HUGE increase in survivability. This number gets (significantly) better as you add even more. How far to take it depends on how much you want to spend. Soft cap is definitely obtainable with the right investment.

 

 

Posted

Best way to survive as a Blaster

 

Well...

 

Know when to run away.

 

I play a Blapper so she is going to be up close in all fights and I know when it is time to cut and run.

 

Run away and heal up and then get back into the fight.

 

 

Posted

Taking the commentary here into account, I've reslotted my build. Can I get a critique please?  (Note, I'm attached to my epic pool and would rather not change it)

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Phoenix Project: Level 50 Magic Blaster

Primary Power Set: Fire Blast

Secondary Power Set: Temporal Manipulation

Power Pool: Fighting

Power Pool: Flight

Power Pool: Leadership

Power Pool: Speed

Ancillary Pool: Flame Mastery

 

Hero Profile:

Level 1: Flares

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (3) Thunderstrike - Damage/Recharge
  • (5) Thunderstrike - Accuracy/Damage/Recharge
  • (46) Thunderstrike - Accuracy/Damage/Endurance
  • (46) Thunderstrike - Damage/Endurance/Recharge

Level 1: Time Wall

  • (A) Pacing of the Turtle - Chance of -Recharge

Level 2: Fire Ball

  • (A) Superior Blaster's Wrath - Accuracy/Damage
  • (11) Superior Blaster's Wrath - Damage/Recharge
  • (11) Superior Blaster's Wrath - Accuracy/Damage/Recharge
  • (13) Superior Blaster's Wrath - Accuracy/Damage/Endurance
  • (13) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
  • (15) Superior Blaster's Wrath - Recharge/Chance for Fire Damage

Level 4: Time Stop

  • (A) Superior Entomb - Accuracy/Hold
  • (42) Superior Entomb - Hold/Recharge
  • (43) Superior Entomb - Endurance/Recharge
  • (43) Superior Entomb - Accuracy/Hold/Endurance
  • (43) Superior Entomb - Recharge/Chance for +Absorb
  • (46) Superior Entomb - Accuracy/Hold/Endurance/Recharge

Level 6: Rain of Fire

  • (A) Superior Frozen Blast - Accuracy/Damage
  • (7) Superior Frozen Blast - Damage/Endurance
  • (7) Superior Frozen Blast - Accuracy/Damage/Endurance
  • (9) Superior Frozen Blast - Accuracy/Damage/Recharge
  • (9) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
  • (17) Superior Frozen Blast - Recharge/Chance for Immobilize

Level 8: Boxing

  • (A) Empty

Level 10: Chronos

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (15) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (34) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (36) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (36) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance

Level 12: Fly

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)

Level 14: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%

Level 16: End of Time

  • (A) Superior Avalanche - Accuracy/Damage
  • (29) Superior Avalanche - Damage/Endurance
  • (29) Superior Avalanche - Accuracy/Damage/Endurance
  • (31) Superior Avalanche - Accuracy/Damage/Recharge
  • (39) Superior Avalanche - Accuracy/Damage/Endurance/Recharge
  • (39) Superior Avalanche - Recharge/Chance for Knockdown

Level 18: Blaze

  • (A) Superior Defiant Barrage - Accuracy/Damage
  • (37) Superior Defiant Barrage - Damage/RechargeTime
  • (37) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
  • (40) Superior Defiant Barrage - Accuracy/Damage/Endurance
  • (42) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
  • (42) Superior Defiant Barrage - RechargeTime/+Status

Level 20: Temporal Healing

  • (A) Numina's Convalesence - Heal/Endurance
  • (21) Numina's Convalesence - Endurance/Recharge
  • (21) Numina's Convalesence - Heal/Recharge
  • (23) Numina's Convalesence - Heal/Endurance/Recharge
  • (23) Numina's Convalesence - Heal
  • (25) Numina's Convalesence - +Regeneration/+Recovery

Level 22: Weave

  • (A) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (25) Shield Wall - Defense
  • (37) Shield Wall - Defense/Endurance
  • (40) Shield Wall - Defense/Endurance/Recharge

Level 24: Hover

  • (A) Reactive Defenses - Scaling Resist Damage

Level 26: Blazing Bolt

  • (A) Sting of the Manticore - Accuracy/Damage
  • (27) Sting of the Manticore - Damage/Endurance
  • (27) Sting of the Manticore - Accuracy/Interrupt/Range
  • (31) Sting of the Manticore - Damage/Interrupt/Recharge
  • (31) Sting of the Manticore - Damage/Endurance/Recharge

Level 28: Maneuvers

  • (A) Luck of the Gambler - Defense
  • (39) Luck of the Gambler - Recharge Speed

Level 30: Hasten

  • (A) Recharge Reduction IO
  • (36) Recharge Reduction IO

Level 32: Inferno

  • (A) Obliteration - Damage
  • (33) Obliteration - Accuracy/Recharge
  • (33) Obliteration - Damage/Recharge
  • (33) Obliteration - Accuracy/Damage/Recharge
  • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
  • (34) Obliteration - Chance for Smashing Damage

Level 35: Time Shift

  • (A) Razzle Dazzle - Accuracy/Recharge
  • (40) Razzle Dazzle - Endurance/Stun
  • (48) Razzle Dazzle - Accuracy/Endurance
  • (48) Razzle Dazzle - Stun/Range
  • (48) Razzle Dazzle - Accuracy/Stun/Recharge
  • (50) Razzle Dazzle - Chance of Immobilize

Level 38: Time Lord

  • (A) Impervious Skin - Status Resistance

Level 41: Bonfire

  • (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown

Level 44: Fire Shield

  • (A) Unbreakable Guard - +Max HP
  • (45) Unbreakable Guard - Resistance/Endurance/RechargeTime
  • (45) Unbreakable Guard - RechargeTime/Resistance
  • (45) Unbreakable Guard - Endurance/RechargeTime
  • (50) Unbreakable Guard - Resistance/Endurance
  • (50) Unbreakable Guard - Resistance

Level 47: Melt Armor

  • (A) Analyze Weakness - Chance for +ToHit

Level 49: Rise of the Phoenix

  • (A) Recharge Reduction IO

Level 1: Brawl

  • (A) Empty

Level 1: Defiance

Level 1: Prestige Power Dash

  • (A) Empty

Level 1: Prestige Power Slide

  • (A) Empty

Level 1: Prestige Power Quick

  • (A) Empty

Level 1: Prestige Power Rush

  • (A) Empty

Level 1: Prestige Power Surge

  • (A) Empty

Level 1: Sprint

  • (A) Celerity - +Stealth

Level 2: Rest

  • (A) Recharge Reduction IO

Level 4: Ninja Run

Level 2: Swift

  • (A) Flight Speed IO

Level 2: Health

  • (A) Panacea - +Hit Points/Endurance
  • (5) Miracle - +Recovery

Level 2: Hurdle

  • (A) Jumping IO

Level 2: Stamina

  • (A) Performance Shifter - Chance for +End
  • (17) Performance Shifter - EndMod
  • (19) Performance Shifter - EndMod/Recharge

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

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

Set Bonus Totals:

  • 16.5% DamageBuff(Smashing)
  • 16.5% DamageBuff(Lethal)
  • 16.5% DamageBuff(Fire)
  • 16.5% DamageBuff(Cold)
  • 16.5% DamageBuff(Energy)
  • 16.5% DamageBuff(Negative)
  • 16.5% DamageBuff(Toxic)
  • 16.5% DamageBuff(Psionic)
  • 11.44% Defense(Smashing)
  • 11.44% Defense(Lethal)
  • 23% Defense(Fire)
  • 23% Defense(Cold)
  • 23.63% Defense(Energy)
  • 23.63% Defense(Negative)
  • 3% Defense(Psionic)
  • 19.88% Defense(Melee)
  • 25.5% Defense(Ranged)
  • 20.5% Defense(AoE)
  • 3.6% Max End
  • 2.5% Enhancement(Max EnduranceDiscount)
  • 6% Enhancement(Heal)
  • 2% Enhancement(Stunned)
  • 40% Enhancement(RechargeTime)
  • 10% Enhancement(Range)
  • 31% Enhancement(Accuracy)
  • 21% SpeedFlying
  • 239.4 HP (19.87%) HitPoints
  • 21% JumpHeight
  • 21% SpeedJumping
  • Knockback (Mag -4)
  • Knockup (Mag -4)
  • MezResist(Confused) 73.75%
  • MezResist(Held) 73.75%
  • MezResist(Immobilized) 73.75%
  • MezResist(Sleep) 73.75%
  • MezResist(Stunned) 73.75%
  • MezResist(Terrorized) 73.75%
  • 18.5% (0.31 End/sec) Recovery
  • 44% (2.21 HP/sec) Regeneration
  • 45% ResEffect(SpeedFlying)
  • 45% ResEffect(RechargeTime)
  • 45% ResEffect(SpeedRunning)
  • 11% Resistance(Smashing)
  • 11% Resistance(Lethal)
  • 28.25% Resistance(Fire)
  • 28.25% Resistance(Cold)
  • 11.75% Resistance(Energy)
  • 11.75% Resistance(Negative)
  • 8.75% Resistance(Toxic)
  • 8.75% Resistance(Psionic)
  • 0% Resistance(Smashing)
  • 0% Resistance(Lethal)
  • 0% Resistance(Fire)
  • 0% Resistance(Cold)
  • 0% Resistance(Energy)
  • 0% Resistance(Negative)
  • 0% Resistance(Toxic)
  • 0% Resistance(Psionic)
  • 21% SpeedRunning

 

 

 

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Posted

I used to run soft capped ranged defense and played a high damage sentinel with zero mez resistance. Worked well 90% of the time. The other 10% I'd click personal force field and run lol.

Posted
Taking the commentary here into account, I've reslotted my build. Can I get a critique please?  (Note, I'm attached to my epic pool and would rather not change it)

In general I would say that you've spread your set bonuses out a bit to much for my liking. You've got a decent amount of AoE and Melee defense but it comes at the expense of Ranged defense. Personally I prefer to focus on Ranged and let Melee and AoE fall away a bit more. In general you can keep enemies out of melee range (by killing them before they get there if nothing else) and while AoE attacks are a threat they are less common than ranged attacks so to a large extent you can tank those if you've got good ranged defense.

 

Overall I'm not a huge fan of the Winter sets, I feel like you could probably use those slots for more ranged defense or recharge.

Defender Smash!

Posted

My biggest survivability tool while leveling was this bind file:

numpad1 "inspcombine insight enrage$$inspcombine "catch a breath" enrage$$inspcombine respite enrage$$inspcombine sturdy enrage"

numpad2 "inspcombine "keen insight" "focused rage"$$inspcombine "take a breather" "focused rage"$$inspcombine "dramatic improvement" "focused rage"$$inspcombine rugged "focused rage""

numpad4 "inspcombine insight luck$$inspcombine "catch a breath" luck$$inspcombine respite luck$$inspcombine sturdy luck"

numpad5 "inspcombine "keen insight" "good luck"$$inspcombine "take a breather" "good luck"$$inspcombine "dramatic improvement" "good luck"$$inspcombine rugged "good luck""

numpad7 "inspcombine "insight" "break free"$$inspcombine "catch a breath" "break free"$$inspcombine respite "break free"$$inspcombine sturdy "break free""

numpad8 "inspcombine "keen insight" emerge$$inspcombine "take a breather" emerge$$inspcombine "dramatic improvement" emerge$$inspcombine rugged emerge"

Blasters kill fast enough that an insp lasts through two or three spawns, plenty of time for more insps to drop, and at x2 difficulty even a small purple inspiration can deflect enough attacks that you can kill them before they kill you.  I combod my greens because I had Aid Self, but if you don't you probably need to hang onto some of those.

 

Now that I'm 50, soft-capped to S/L, with a T3 Core Melee Hybrid and Core Rebirth Destiny, and picking the content I want to tank, I picked Nightstar as my first AV to try to solo, since her attacks have a smashing component, she doesn't hit too hard, doesn't mez, and I wanted the Shrouded badge.  She never got me past half health, even when I forgot she nukes (it missed), I didn't even have to toggle on Hybrid or use Destiny.

 

Then I decided to take on Marauder, since he also gives a badge.  I had to use Hybrid and Destiny for that one, and pulled out the Lore pets when he popped Unstoppable.  And I did have to use Return to Battle when he killed me, which goes against the "no temp powers, no insps, no Eye of the Magus" AV-soling rule, but that mofo hits HARD so I'm using a new rule I just made up.  I call the Certified Member of the Floor Inspectors' Union rule.

 

I'm running a lot of my missions at x6, with a bind to combo insps into reds and break-frees.  It's like playing a Scrapper except you actually have to pay attention.  So now that we have all these survivability tools, maybe Stupid Blaster Tricks can be a thing?  I know people have done crazy things with Blasters, please share!

 

Posted

Best way to survive as a Blaster

 

Well...

 

Know when to run away.

 

Well and last Friday night I decided to clear my three Terra Volta missions - solo.

 

20 each of Lost, Sky Raiders & Freakshow.

 

Well after dropping like 90 mobs and face planting 7 times was able to basically Snipe my way through those three missions.

 

Did rack up some debt but just burnt through that faster than killing all of those mobs.

 

 

Posted

You get +3.75% Ranged defense for each 6-slotted Thunderstrike, max 4

 

I'm pretty sure the max is still 5 of a given bonus.

Posted

I spent some time pouring over ever set and found some gems.

 

Here's a few:

Superior Winter is worth 2.5 ranged and 2.5 AOE defense

Numina at 6 slots is worth 3.75 ranged if you have a good heal you want to slot up

Lockdown (Hold) is worth 3.75 ranged and 2.5 AOE

Blood Mandate (Pet damage) is worth 3.75 Ranged AND 3.75 AOE (Whew I finally have a reason to take an epic pool pet?)

 

Anyways, I did a bunch of toying around, and it looks like I'm going to be able to manage 34.5% ranged, 26.4% AOE defenses. I'm still futzing with the build but I'll try to post it once I've finalized things. (Also 48% Resist S/L, 30% Energy, 20% Fire, 20% Cold.)

 

Also I was originally going for S/L defense, but it's really hard to find in sets, and I was ending up with decent S/L but pretty crappy ranged, which means I'd still be getting blasted from a lot of stuff pretty regularly. So instead I'm hover full time with high ranged and good aoe defense.

Posted

This was Booster Blue, he was my Fire/Energy that had soft capped ranged defense and he was pretty awesome.

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Booster Blue: Level 50 Natural Blaster

Primary Power Set: Fire Blast

Secondary Power Set: Energy Manipulation

Power Pool: Flight

Power Pool: Leaping

Power Pool: Fighting

Power Pool: Leadership

Ancillary Pool: Force Mastery

 

Hero Profile:

Level 1: Flares -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/Rchg(7), SprBlsWrt-Acc/Dmg/EndRdx(13), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(15), SprBlsWrt-Rchg/Dmg%(15)

Level 1: Power Thrust -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(9), Hct-Acc/Rchg(13), Hct-Dmg/EndRdx(27), Hct-Dam%(29)

Level 2: Fire Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(23), SprWntBit-Acc/Dmg/EndRdx(23), SprWntBit-Acc/Dmg/Rchg(25), SprWntBit-Dmg/EndRdx/Acc/Rchg(25)

Level 4: Fire Ball -- Rgn-Dmg(A), Rgn-Dmg/Rchg(7), Rgn-Acc/Dmg/Rchg(19), Rgn-Acc/Rchg(19), Rgn-Dmg/EndRdx(21)

Level 6: Fly -- BlsoftheZ-ResKB(A)

Level 8: Hover -- LucoftheG-Rchg+(A), BlsoftheZ-Travel/EndRdx(11), BlsoftheZ-ResKB(11)

Level 10: Fire Breath -- PstBls-Acc/Dmg(A), PstBls-Dmg/EndRdx(17), PstBls-Dmg/Rchg(17), PstBls-Dmg/Rng(31), PstBls-Acc/Dmg/EndRdx(34)

Level 12: Combat Jumping -- LucoftheG-Def/EndRdx(A), LucoftheG-Rchg+(31)

Level 14: Boxing -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(43), Stp-Acc/EndRdx(43), Stp-Stun/Rng(43), Stp-Acc/Stun/Rchg(45), Stp-KB%(45)

Level 16: Tough -- StdPrt-ResDam/Def+(A), GldArm-End/Res(29), GldArm-3defTpProc(36)

Level 18: Blaze -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(21), Thn-Dmg/Rchg(34), Thn-Acc/Dmg/Rchg(36), Thn-Acc/Dmg/EndRdx(39), Thn-Dmg/EndRdx/Rchg(42)

Level 20: Weave -- HO:Cyto(A), HO:Cyto(27), LucoftheG-Def/EndRdx(40), LucoftheG-Rchg+(42)

Level 22: Maneuvers -- HO:Enzym(A), HO:Cyto(40), LucoftheG-Def/EndRdx(40), LucoftheG-Rchg+(50)

Level 24: Stun -- Stp-Acc/Rchg(A), Stp-EndRdx/Stun(39), Stp-Acc/EndRdx(46), Stp-Stun/Rng(46), Stp-Acc/Stun/Rchg(46), Stp-KB%(48)

Level 26: Bone Smasher -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(36), Mk'Bit-Dmg/Rchg(37), Mk'Bit-Acc/EndRdx/Rchg(37), Mk'Bit-Acc/Dmg/EndRdx/Rchg(37), Mk'Bit-Dam%(39)

Level 28: Energy Punch -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(42), SprDfnBrr-Acc/Dmg/Rchg(48), SprDfnBrr-Acc/Dmg/EndRdx(48), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(50), SprDfnBrr-Rchg/+Status Protect(50)

Level 30: Build Up -- RechRdx-I(A), RechRdx-I(31)

Level 32: Inferno -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(33), Arm-Dam%(34)

Level 35: Boost Range -- RechRdx-I(A)

Level 38: Aim -- RechRdx-I(A), RechRdx-I(45)

Level 41: Personal Force Field -- LucoftheG-Rchg+(A)

Level 44: Temp Invulnerability -- HO:Ribo(A)

Level 47: Force of Nature -- RechRdx-I(A)

Level 49: Energize -- RechRdx-I(A)

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

Level 1: Sprint -- Run-I(A)

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

Level 1: Defiance

Level 0: Freedom Phalanx Reserve

Level 0: Portal Jockey

Level 0: Task Force Commander

Level 0: The Atlas Medallion

Level 4: Ninja Run

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

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

Level 2: Health -- Mrc-Heal(A), Mrc-Rcvry+(3), NmnCnv-Regen/Rcvry+(5)

Level 2: Stamina -- EndMod-I(A), EndMod-I(5), PrfShf-End%(9)

Level 1: Prestige Power Slide -- Empty(A)

Level 1: Prestige Power Dash -- Empty(A)

Level 1: Prestige Power Quick -- Empty(A)

Level 1: Prestige Power Surge -- Empty(A)

Level 1: Prestige Power Rush -- Empty(A)

Level 50: Agility Core Paragon

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

 

 

 

 

Posted

So, I'm looking at ancillary power pools on the paragon wiki, which I'm not sure is up to date. But Force Mastery looks pretty strong for survivability, and I see it in the build in the post above this. But I'm reading Personal Force Field and it says you can only use powers on yourself. Can't attack through your force field. Is that correct?

 

Also, repulsion field looks pretty damn good for when you get swarmed by melee types. Which you obviously try to avoid in the first place. But it happens. You can't hover out of reach very well in a cave. And a lot of mobs seem to have an attack with a -fly that knocks you down. So what's the skinny on this one? Any good?

 

Also also, for a set like beam rifle without much aoe, repulsion bomb looks kinda tasty. Says the recharge is slow, but I'm at work and can't check what that actually means on pines. Is this attack good? What's the cooldown?

 

And also, also, also, How does this pool compare to Munitions Mastery? Since they get the resist as an auto instead of a toggle, is the toggle more powerful? How bad is the knockback on LRM Launcher? Since LRM Launcher is a snipe, can you instasnipe with it?

 

I know that's like 50 questions. Sorry.

Posted

So, I'm looking at ancillary power pools on the paragon wiki, which I'm not sure is up to date. But Force Mastery looks pretty strong for survivability, and I see it in the build in the post above this. But I'm reading Personal Force Field and it says you can only use powers on yourself. Can't attack through your force field. Is that correct?

 

Also, repulsion field looks pretty damn good for when you get swarmed by melee types. Which you obviously try to avoid in the first place. But it happens. You can't hover out of reach very well in a cave. And a lot of mobs seem to have an attack with a -fly that knocks you down. So what's the skinny on this one? Any good?

 

Also also, for a set like beam rifle without much aoe, repulsion bomb looks kinda tasty. Says the recharge is slow, but I'm at work and can't check what that actually means on pines. Is this attack good? What's the cooldown?

 

And also, also, also, How does this pool compare to Munitions Mastery? Since they get the resist as an auto instead of a toggle, is the toggle more powerful? How bad is the knockback on LRM Launcher? Since LRM Launcher is a snipe, can you instasnipe with it?

 

I know that's like 50 questions. Sorry.

You are correct on PFF

And munitions mastery is terrible https://forums.homecomingservers.com/index.php/topic,4420.0.html

Posted

I have a fire/ice blaster that is in the low 20s right now. I want to get the most out of Frigid Protection.

What is the best way to slot it?

 

I was planning on putting the procs in health and stamina including the Chance for Absorb proc.

Posted

I have a fire/ice blaster that is in the low 20s right now. I want to get the most out of Frigid Protection.

What is the best way to slot it?

 

I was planning on putting the procs in health and stamina including the Chance for Absorb proc.

Looking at the numbers Frigid Protection already enjoys capped out slow even vs. significantly higher level critters, so you won't need to slot for that. Unless you need to slot for ranged defenses, in which case 6-slotted Numina's is what you want, then I suggest just 4 regular IOs; 2 x Health/Absorb + 2 x End Mod. Theoretically according to the hero planner there is a Hydra-Origin enhancement called Positron Particles who does both in one, but I haven't found any info on it outside the hero planner and it's not in the auction house AFAIK. 

Posted

I'm trying at dark/martial combat blaster and want to do mainly melee - i.e. a blapper. I'm looking to try and stay alive, and have gotten some great tips from this thread so far.

 

I'm wondering if anyone has specific tips for my power sets...

 

The powers I've taken from dark are few...

 

Gloom (forced basically)

Aim

Life Drain

 

I took everything from martial combat except throw sand.

 

The build is meant to just be a martial artist... so I use cross punch and knockout blow (leviathan mastery) along with the attacks from /martial.

 

Any further tips?

Posted

Plan on taking one of the two epic power shields that give Smash/Lethal defense: Scorpion Shield from Mace, or Frozen Armor from Cold. Scorpion Shield is better at least until respeccing since it's available at 35. With Kinetic Combat in your melee attacks you should be able to end up with 45% S/L Defense.

 

You will need to take Tough/Weave. I don't recall if you can take Cross Punch as your first power in Fighting, but you may want to take Boxing anyhow for another place to put Kinetic. You need Tough, not so much for the Resist (though it's a nice bonus) but to be able to slot two IOs for +3% Defense each.

 

After you have Smash/Lethal set up, your next target will be to raise +Ranged Defense. In general, all single-target ranged attacks should get Thunderstrike, and use the Blaster IO sets in your AoE attacks. PBAoE attacks should get 3 Eradication as a start, and then you're free to mix other sets for better enhancement numbers.

 

The good news is that at least you don't need to go in the Medicine pool for First Aid since you have Life Drain.

Posted

I'm trying at dark/martial combat blaster and want to do mainly melee - i.e. a blapper. I'm looking to try and stay alive, and have gotten some great tips from this thread so far.

 

I'm wondering if anyone has specific tips for my power sets...

 

The powers I've taken from dark are few...

 

Gloom (forced basically)

Aim

Life Drain

 

I took everything from martial combat except throw sand.

 

The build is meant to just be a martial artist... so I use cross punch and knockout blow (leviathan mastery) along with the attacks from /martial.

 

Any further tips?

Sounds like you're going out of your way to gimp yourself, so I hope you're having fun with it! If you haven't already, slot Aim with Gaussian's build-up proc and thank me later. It's just that awesome and high burst damage is a survival tool onto itself. If you worry about survivability (as you should), then you might reconsider passing over Throw Sand. It's a good tool for staying alive, especially if you 6-slot it with Stupefy for both global recharge bonus and ranged defense. Umbral Torrent is great for mitigation, but might not fit the theme. If you worry about team friendliness, slot it with knockback to knockdown, I also got some good use out of the Force Feedback proc for +recharge in it. Consider Abyssal Gaze as this hold can be used to stack mag with KO Blow for bosses. Consider powers like Misdirection and Phase Shift from the Concealment pool powers. Ethereal Shift is a Phase Shift clone you can buy at the vendor if your build is tight. Likewise, you can buy self rez powers there making those defeats less of a pain. Nothing quite like an instant payback!

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