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Best way to add Survivability to a Blaster?


honoraryorange

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Thanks for the tips. I'll reconsider throw sand. I had it but respecced out of it because I didn't think it was doing enough - maybe I judged too soon.

 

I'm only lvl 43 at the moment but so far nothing is standing in my way.  I can't solo any AVs of course, but I can solo elite bosses just fine.  My single target damage is higher than people expect it to be.

 

Of course I often wonder if this was just a silly idea, and if I should have just gone with a typical melee AT to be a martial artist, but I like being unusual and trying to make it work.  I thought it might be a gamble, but if I focus on defence with my endgame progression I'm hoping to be able to make some people take a look at this strange build someday.

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I have another question about Frigid Protection.

I noticed that under accurate healing there is another +end mod.

 

Would it be good or too much to have a +end from Theft of Essence and Performance Shifter in this power and one +end  stamina?

Take this with a grain of salt since it's just based on hearsay, but the way I understand it; those endurance procs are preferable to a regular End Mod IO only when you have already 2 or 3 of regular End Mod IOs already and your returns are heavily diminished. I would recommend to go for set bonuses (or as suggested earlier; doubling down on regular IOs) rather than adding multiple procs.

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Stacking ranged defense works great... until you find yourself in a cramped office map, get hit with a -fly effect, or face foes who can fly as well. That's why I prefer going for Smashing/Lethal/Energy defense. They are the three most common types of damage in the game and S/L are often attached to other damage types, giving far more comprehensive coverage than ranged defense does imo.

 

S/L/E defense is also MUCH easier to build for, especially if you take Scorpion Shield from the Mace Mastery Patron Pool. You're also not boned like in the above scenarios where staying at range is less of an option. Going S/L/E also ends up providing a decent amount of positional defense as well.

 

Here's an example of such a build (I also factored in the upcoming snipe changes so I didn't take Leadership):

 

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Atomica: Level 50 Science Blaster

Primary Power Set: Radiation Blast

Secondary Power Set: Atomic Manipulation

Power Pool: Flight

Power Pool: Concealment

Power Pool: Fighting

Power Pool: Leaping

Ancillary Pool: Mace Mastery

 

Hero Profile:

Level 1: X-Ray Beam -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(3), SprDfnBrr-Acc/Dmg(3), SprDfnBrr-Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/Rchg(7)

Level 1: Electron Shackles -- HO:Endo(A)

Level 2: Negatron Slam -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(7), SprBlsCol-Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/EndRdx(9), SprBlsCol-Acc/Dmg/Rchg(11), SprBlsCol-Acc/Dmg(11)

Level 4: Positron Cell -- Apc-Dam%(A), Apc-Dmg/EndRdx(19), Apc-Dmg/Rchg(21), Apc-Acc/Dmg/Rchg(21), Apc-Acc/Rchg(23), UnbCns-Hold(23)

Level 6: Electron Haze -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(25), OvrFrc-Acc/Dmg(25), OvrFrc-End/Rech(27), OvrFrc-Dmg/End/Rech(27)

Level 8: Fly -- BlsoftheZ-ResKB(A)

Level 10: Hover -- LucoftheG-Rchg+(A)

Level 12: Proton Volley -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(29), SprBlsWrt-Acc/Dmg(29), SprBlsWrt-Dmg/Rchg(31), SprBlsWrt-Acc/Dmg/Rchg(31), SprBlsWrt-Acc/Dmg/EndRdx(31)

Level 14: Stealth -- ShlWal-ResDam/Re TP(A)

Level 16: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/Rchg(33), KntCmb-Dmg/EndRdx/Rchg(33)

Level 18: Cosmic Burst -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(34), SprWntBit-Dmg/Rchg(34), SprWntBit-Acc/Dmg/EndRdx(34), SprWntBit-Acc/Dmg/Rchg(36), SprWntBit-Acc/Dmg(36)

Level 20: Metabolic Acceleration -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(36), NmnCnv-Heal/Rchg(37)

Level 22: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(37), UnbGrd-Max HP%(37), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam(39)

Level 24: Weave -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(39), Rct-Def(40), Rct-Def/EndRdx(40), Rct-EndRdx/Rchg(40), Rct-Def/Rchg(42)

Level 26: Neutron Bomb -- Ann-Acc/Dmg/EndRdx/Rchg(A), Ann-Dmg/Rchg(42), Ann-Acc/Dmg/Rchg(42), Ann-Acc/Dmg/EndRdx(43)

Level 28: Ionize -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(43)

Level 30: Aim -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(43)

Level 32: Atomic Blast -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(45), SprAvl-Dmg/EndRdx(45), SprAvl-Acc/Dmg/EndRdx(45), SprAvl-Acc/Dmg/Rchg(46), SprAvl-Acc/Dmg(46)

Level 35: Scorpion Shield -- LucoftheG-Rchg+(A), RedFrt-Def(46), RedFrt-Def/EndRdx(48)

Level 38: Radioactive Cloud -- SprEnt-Rchg/AbsorbProc(A), SprEnt-Acc/Hold/End/Rchg(48), SprEnt-Hold/Rchg(48), SprEnt-End/Rchg(50), SprEnt-Acc/Hold/End(50), SprEnt-Acc/Hold(50)

Level 41: Combat Jumping -- LucoftheG-Rchg+(A)

Level 44: Afterburner -- LucoftheG-Rchg+(A)

Level 47: Grant Invisibility -- LucoftheG-Rchg+(A)

Level 49: Phase Shift -- RechRdx-I(A)

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 -- Flight-I(A)

Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(13), NmnCnv-Regen/Rcvry+(13), NmnCnv-Heal(15), NmnCnv-Heal/EndRdx(15), RgnTss-Regen+(17)

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

Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(17), PrfShf-End%(19)

Level 50: Agility Radial Paragon

Level 0: Freedom Phalanx Reserve

Level 0: Portal Jockey

Level 0: Task Force Commander

Level 0: The Atlas Medallion

Level 50: Ion Core Final Judgement

Level 50: Reactive Radial Flawless Interface

Level 50: Cimeroran Core Superior Ally

Level 50: Clarion Core Epiphany

Level 50: Assault Radial Embodiment

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

 

 

 

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The above build has softcapped s/le without the alpha slot. With the Agility alpha, it also has 37% n/f/c defense and 28% melee/30% ranged/27% aoe defense. The build also regenerates 44hp/sec, has fair amount of global recharge even without Hasten, and a nice panic button in Phase Shift (since we couldn't take Personal Force Field).

 

I went with Agility for some extra defense in case I get hit with -defense debuffs and to shore up the non-s/l/e defenses a tad but the alpha choice is really open.

 

Since more defense would be overkill on the three biggies (s/l/e) I opted for Assault Radial for some double hit damage and the passive damage boost it provides at all times, but like the alpha slot, the hybrid slot choice is open. Taking the Support hybrid would shore up your non-s/l/e defenses further and could be good choice to make up for any deficiencies against the rare foe that doesn't have any s/l/e damage in their arsenal.

 

A tier 3 or 4 clarion core gives comprehensive mez protection, but for leveling/exemping you've still got your ATO2 proc in a tier1 or 2 attack that stacks mez protection and a -KB IO. As an alternative you could go with Ageless for defense debuff protection, or Barrier to buff yourself and your Lore pets.

 

My opinion is obviously subjective, but I feel much safer building for s/l/e than I do for ranged, and I have no fear when I want to use my pbaoe nuke or some mob flies into my face or grounds me with a web grenade. I can pop them in the face with my Negatron Slam, knock them on their butt, and maybe trigger the hold proc I have in there, secure in the knowledge that they will almost certainly have just as hard a time hitting me in melee as they do at range.

  7hZ6srn.png

Kyriani-Nic-Jem

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My opinion is obviously subjective, but I feel much safer building for s/l/e than I do for ranged, and I have no fear when I want to use my pbaoe nuke or some mob flies into my face or grounds me with a web grenade. I can pop them in the face with my Negatron Slam, knock them on their butt, and maybe trigger the hold proc I have in there, secure in the knowledge that they will almost certainly have just as hard a time hitting me in melee as they do at range.

 

This is a great build.  I'm just gonna offer a counter-argument: yes, S/L/E DEF is much more comprehensive when it applies, which will be the majority of the time, but when it doesn't apply, the change can be shocking.  Ranged DEF offers a more consistent experience against all factions, and if you can grab Mez protection (via Clarion or elsewise), then your sustain + killing speed should carry you against the occasional melee/AoE attack that gets through.

 

Obviously all of this is subjective, and largely dependent on playstyle.  I favor Blasters with perma-Hover and few melee/blapper attacks, so YMMV.  And happily, you don't really have to choose; as Nic's build shows, you can get a good mix of both types of DEF without too many problems.  Or you could mix ranged DEF with a RES shield.  One of the perks of the ranged DEF approach is that your Patron/Epic choices are a little more open, but of course this is a trade off too; as Nic says, the S/L approach lets your Patron/Epic shield do most of the work, leaving more margin for error in your IO choices.

 

Me?  I like having the option to take things like Electrifying Fences (Mu) for a little anti-scatter.  (Unfortunately Web Envelope has terrible redraw, in my albeit distantly old experience).  Bonfire with a KB-to-KD IO is a great idea too.  Haven't tried that yet.

 

There are many ways to skin this cat.

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My opinion is obviously subjective, but I feel much safer building for s/l/e than I do for ranged, and I have no fear when I want to use my pbaoe nuke or some mob flies into my face or grounds me with a web grenade. I can pop them in the face with my Negatron Slam, knock them on their butt, and maybe trigger the hold proc I have in there, secure in the knowledge that they will almost certainly have just as hard a time hitting me in melee as they do at range.

 

This is a great build.  I'm just gonna offer a counter-argument: yes, S/L/E DEF is much more comprehensive when it applies, which will be the majority of the time, but when it doesn't apply, the change can be shocking.  Ranged DEF offers a more consistent experience against all factions, and if you can grab Mez protection (via Clarion or elsewise), then your sustain + killing speed should carry you against the occasional melee/AoE attack that gets through.

 

Obviously all of this is subjective, and largely dependent on playstyle.  I favor Blasters with perma-Hover and few melee/blapper attacks, so YMMV.  And happily, you don't really have to choose; as Nic's build shows, you can get a good mix of both types of DEF without too many problems.  Or you could mix ranged DEF with a RES shield.  One of the perks of the ranged DEF approach is that your Patron/Epic choices are a little more open, but of course this is a trade off too; as Nic says, the S/L approach lets your Patron/Epic shield do most of the work, leaving more margin for error in your IO choices.

 

Me?  I like having the option to take things like Electrifying Fences (Mu) for a little anti-scatter.  (Unfortunately Web Envelope has terrible redraw, in my albeit distantly old experience).  Bonfire with a KB-to-KD IO is a great idea too.  Haven't tried that yet.

 

There are many ways to skin this cat.

 

I can totally appreciate where you're coming from. I wasn't trying to say s/l/e is the undisputed "better" choice, just that it "feels" better to "me" specifically... purely subjective.

 

With that said... from a more objective perspective, S/L/E defense really does cover the majority of what you face in the game. Sure, the Clockwork King is going to have a lot easier time hitting you since he's only going to face 30% ranged defense instead of 45% (in the case of the build I posted above), but overall, it's really kind of silly how prevalent S/L/E damage is throughout the majority of the enemy groups.

 

Even against most Fire and Negative attacks (which only a few have an S or L damage type attached), and the few Ice attacks that are just cold damage (most are a mix of cold/smashing or cold/lethal), the above build I posted has 37% defense against them, which is not bad at all.

 

Back to subjective opinion, to me it just "feels" like it's easier to build for "type" defense rather than "positional" defense and, that being the case, I end up inadvertently (or in some cases intentionally) covering more damage types and positionals even if I'm mainly just focusing on S/L/E.

  7hZ6srn.png

Kyriani-Nic-Jem

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After reading the previous posts I tried my hand at this for my Fire/Ice blaster Fyreman. How does this stack up? Critiques appreciated.Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Fyreman: Level 50 Magic Blaster

Primary Power Set: Fire Blast

Secondary Power Set: Ice Manipulation

Power Pool: Speed

Power Pool: Flight

Power Pool: Fighting

Power Pool: Leadership

Ancillary Pool: Cold Mastery

 

Hero Profile:

Level 1: Flares

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (5) Thunderstrike - Damage/Recharge
  • (11) Thunderstrike - Accuracy/Damage/Recharge
  • (15) Thunderstrike - Accuracy/Damage/Endurance
  • (25) Thunderstrike - Damage/Endurance/Recharge

Level 1: Chilblain

  • (A) Enfeebled Operation - Accuracy/Immobilize/Recharge

Level 2: Fire Blast

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (5) Thunderstrike - Damage/Recharge
  • (11) Thunderstrike - Accuracy/Damage/Recharge
  • (15) Thunderstrike - Accuracy/Damage/Endurance
  • (23) Thunderstrike - Damage/Endurance/Recharge

Level 4: Fire Ball

  • (A) Blaster's Wrath - Accuracy/Damage
  • (7) Blaster's Wrath - Damage/Recharge
  • (7) Blaster's Wrath - Accuracy/Damage/Recharge
  • (13) Blaster's Wrath - Accuracy/Damage/Endurance
  • (17) Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
  • (25) Blaster's Wrath - Recharge/Chance for Fire Damage

Level 6: Hasten

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

Level 8: Fire Breath

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

Level 10: Frigid Protection

  • (A) Numina's Convalesence - +Regeneration/+Recovery

Level 12: Hover

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

Level 14: Fly

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range

Level 16: Build Up

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (45) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 18: Blaze

  • (A) Thunderstrike - Accuracy/Damage
  • (19) Thunderstrike - Damage/Endurance
  • (19) Thunderstrike - Damage/Recharge
  • (21) Thunderstrike - Accuracy/Damage/Recharge
  • (21) Thunderstrike - Accuracy/Damage/Endurance
  • (23) Thunderstrike - Damage/Endurance/Recharge

Level 20: Ice Patch

  • (A) Recharge Reduction

Level 22: Boxing

  • (A) Empty

Level 24: Tough

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

Level 26: Blazing Bolt

  • (A) Thunderstrike - Accuracy/Damage
  • (27) Thunderstrike - Damage/Endurance
  • (27) Thunderstrike - Damage/Recharge
  • (31) Thunderstrike - Accuracy/Damage/Recharge
  • (31) Thunderstrike - Accuracy/Damage/Endurance
  • (31) Thunderstrike - Damage/Endurance/Recharge

Level 28: Shiver

  • (A) Curtail Speed - Accuracy/Slow

Level 30: Weave

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

Level 32: Inferno

  • (A) Eradication - Damage
  • (33) Eradication - Accuracy/Recharge
  • (33) Eradication - Damage/Recharge
  • (33) Eradication - Accuracy/Damage/Recharge
  • (34) Eradication - Accuracy/Damage/Endurance/Recharge
  • (34) Eradication - Chance for Energy Damage

Level 35: Maneuvers

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

Level 38: Snow Storm

  • (A) Impeded Swiftness - Accuracy/Slow

Level 41: Frozen Armor

  • (A) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense/Recharge
  • (42) Luck of the Gambler - Endurance/Recharge
  • (42) Luck of the Gambler - Defense/Endurance/Recharge
  • (43) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Recharge Speed

Level 44: Ice Sword

  • (A) Mako's Bite - Accuracy/Damage
  • (45) Mako's Bite - Damage/Endurance
  • (45) Mako's Bite - Damage/Recharge
  • (46) Mako's Bite - Accuracy/Endurance/Recharge
  • (46) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (46) Mako's Bite - Chance of Damage(Lethal)

Level 47: Flash Freeze

  • (A) Lethargic Repose - Accuracy/Recharge
  • (48) Lethargic Repose - Endurance/Sleep
  • (48) Lethargic Repose - Accuracy/Endurance
  • (48) Lethargic Repose - Sleep/Range
  • (50) Lethargic Repose - Accuracy/Sleep/Recharge
  • (50) Lethargic Repose - Accuracy/Sleep

Level 49: Hibernate

  • (A) Recharge Reduction IO
  • (50) 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) Run Speed

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run

Level 2: Swift

  • (A) Flight Speed

Level 2: Health

  • (A) Healing

Level 2: Hurdle

  • (A) Jumping

Level 2: Stamina

  • (A) Endurance Modification

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

 

 

 

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@the mauler - Just a minor quibble... lose the extra slot in Hibernate (you shouldnt need to use it that frequently) and add it to Tough and slot the Gladiator's Armor: TP Protection/+3% defense enhancement. You'll get 3% more defense to everything that way. Add in a tier four Agility alpha and you'll basically be softcapped to ranged and be pretty decent against other stuff.

  7hZ6srn.png

Kyriani-Nic-Jem

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Range defense cap never failed me. I was farming 4/8 solo. But you need to use inspiration until you get all slotted up with Incarnate.

Defense cap is the Key to any build.

 

 

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Although it is possible to go for Slash/Lethal defense and this will protect you from a lot, the issue with doing so is it often leaves you with very low Resistance. That's the reason I usually chase Ranged Defense instead, with a Resistance based shield (Fire, Energy, etc). The Resistance shield + Tough will cut any Slash or Lethal damage that hits you (and some will!) a bit less than in half.

 

Also, quite frankly, there isn't a Tertiary set right now that adds more survivability than Fire. Bonfire slotted with a kb to kd proc is frankly overpowered--you will outperform Ice Control's Ice Slick, and by a big margin, plus get a Resistance shield as mentioned above. Rise of the Phoenix is one of the most underrated powers in the game IMO because even given everything else, you will sometimes die, and RotP puts you right back in the action.

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Best way to add survivability to a blaster: kill everything really fast.

 

No, I’m not kidding.

 

It’s pretty easy to soft-cap s/l/e, and if you really want, you can softcap fire and cold too - but softcapped or softcappable* s/l/e is usually the standard.

 

After that, build for damage. Slot procs in the right places, build a high recharge and damage bonus from IOs, and it makes a world of difference. I can post some sample builds later if you want.

 

If I only have 40 def and someone else has 45, but I kill the 54 boss attacking me while only letting it attack once, but they take longer to kill it so it attacks them three times, my 40% becomes better than their 45.

 

*softcappable meaning maybe you slot 40% def, but you buy a survival amp when you feel the need for the extra 5 - or that cheap kinetic dampener temp.

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Thanks for the suggestions! I made the change from Hibernate to add the gladiator TP +3%def to tough. I'm intrigued by the idea of a fire tertiary with bonfire and ROTP but I'm not sure about it due to the rest of the build being tied to defense instead of resists. Could you post a build using the Fire so I could get an idea of slotting to use the resists instead? I appreciate all the feedback. Good Hunting!!

Hero Plan by Mids' Hero Designer 1.962

http://www.cohplanner.com/

 

Click this DataLink to open the build!

 

Fyreman: Level 50 Magic Blaster

Primary Power Set: Fire Blast

Secondary Power Set: Ice Manipulation

Power Pool: Speed

Power Pool: Flight

Power Pool: Fighting

Power Pool: Leadership

Ancillary Pool: Cold Mastery

 

Hero Profile:

Level 1: Flares

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (5) Thunderstrike - Damage/Recharge
  • (11) Thunderstrike - Accuracy/Damage/Recharge
  • (15) Thunderstrike - Accuracy/Damage/Endurance
  • (25) Thunderstrike - Damage/Endurance/Recharge

Level 1: Chilblain

  • (A) Enfeebled Operation - Accuracy/Immobilize/Recharge

Level 2: Fire Blast

  • (A) Thunderstrike - Accuracy/Damage
  • (3) Thunderstrike - Damage/Endurance
  • (5) Thunderstrike - Damage/Recharge
  • (11) Thunderstrike - Accuracy/Damage/Recharge
  • (15) Thunderstrike - Accuracy/Damage/Endurance
  • (23) Thunderstrike - Damage/Endurance/Recharge

Level 4: Fire Ball

  • (A) Blaster's Wrath - Accuracy/Damage
  • (7) Blaster's Wrath - Damage/Recharge
  • (7) Blaster's Wrath - Accuracy/Damage/Recharge
  • (13) Blaster's Wrath - Accuracy/Damage/Endurance
  • (17) Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
  • (25) Blaster's Wrath - Recharge/Chance for Fire Damage

Level 6: Hasten

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

Level 8: Fire Breath

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

Level 10: Frigid Protection

  • (A) Numina's Convalesence - +Regeneration/+Recovery

Level 12: Hover

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

Level 14: Fly

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range

Level 16: Build Up

  • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
  • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
  • (34) Gaussian's Synchronized Fire-Control - Recharge/Endurance
  • (43) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
  • (45) Gaussian's Synchronized Fire-Control - Chance for Build Up

Level 18: Blaze

  • (A) Thunderstrike - Accuracy/Damage
  • (19) Thunderstrike - Damage/Endurance
  • (19) Thunderstrike - Damage/Recharge
  • (21) Thunderstrike - Accuracy/Damage/Recharge
  • (21) Thunderstrike - Accuracy/Damage/Endurance
  • (23) Thunderstrike - Damage/Endurance/Recharge

Level 20: Ice Patch

  • (A) Recharge Reduction

Level 22: Boxing

  • (A) Empty

Level 24: Tough

  • (A) Steadfast Protection - Resistance/Endurance
  • (40) Steadfast Protection - Resistance/+Def 3%
  • (40) Steadfast Protection - Knockback Protection
  • (50) Gladiator's Armor - TP Protection +3% Def (All)

Level 26: Blazing Bolt

  • (A) Thunderstrike - Accuracy/Damage
  • (27) Thunderstrike - Damage/Endurance
  • (27) Thunderstrike - Damage/Recharge
  • (31) Thunderstrike - Accuracy/Damage/Recharge
  • (31) Thunderstrike - Accuracy/Damage/Endurance
  • (31) Thunderstrike - Damage/Endurance/Recharge

Level 28: Shiver

  • (A) Curtail Speed - Accuracy/Slow

Level 30: Weave

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

Level 32: Inferno

  • (A) Eradication - Damage
  • (33) Eradication - Accuracy/Recharge
  • (33) Eradication - Damage/Recharge
  • (33) Eradication - Accuracy/Damage/Recharge
  • (34) Eradication - Accuracy/Damage/Endurance/Recharge
  • (34) Eradication - Chance for Energy Damage

Level 35: Maneuvers

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

Level 38: Snow Storm

  • (A) Impeded Swiftness - Accuracy/Slow

Level 41: Frozen Armor

  • (A) Luck of the Gambler - Defense/Endurance
  • (42) Luck of the Gambler - Defense/Recharge
  • (42) Luck of the Gambler - Endurance/Recharge
  • (42) Luck of the Gambler - Defense/Endurance/Recharge
  • (43) Luck of the Gambler - Defense
  • (43) Luck of the Gambler - Recharge Speed

Level 44: Ice Sword

  • (A) Mako's Bite - Accuracy/Damage
  • (45) Mako's Bite - Damage/Endurance
  • (45) Mako's Bite - Damage/Recharge
  • (46) Mako's Bite - Accuracy/Endurance/Recharge
  • (46) Mako's Bite - Accuracy/Damage/Endurance/Recharge
  • (46) Mako's Bite - Chance of Damage(Lethal)

Level 47: Flash Freeze

  • (A) Lethargic Repose - Accuracy/Recharge
  • (48) Lethargic Repose - Endurance/Sleep
  • (48) Lethargic Repose - Accuracy/Endurance
  • (48) Lethargic Repose - Sleep/Range
  • (50) Lethargic Repose - Accuracy/Sleep/Recharge
  • (50) Lethargic Repose - Accuracy/Sleep

Level 49: Hibernate

  • (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) Run Speed

Level 2: Rest

  • (A) Empty

Level 4: Ninja Run

Level 2: Swift

  • (A) Flight Speed

Level 2: Health

  • (A) Healing

Level 2: Hurdle

  • (A) Jumping

Level 2: Stamina

  • (A) Endurance Modification

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

 

 

 

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Thanks for the suggestions! I made the change from Hibernate to add the gladiator TP +3%def to tough. I'm intrigued by the idea of a fire tertiary with bonfire and ROTP but I'm not sure about it due to the rest of the build being tied to defense instead of resists. Could you post a build using the Fire so I could get an idea of slotting to use the resists instead? I appreciate all the feedback. Good Hunting!!

I didn't play at the high level range very much. This build leaves me with a few questions.

  • Why wait so long to pick up Ice Sword?
  • I seem to remember Rain of Fire being pretty badass. Was there a nerf or something?
  • Is adding slots to Stamina not worth doing?
  • Do Blasters not usually take both Build-Up and Aim?
  • Am I over-estimating the usefulness of Hoarfrost?
  • Am I over-estimating the usefulness of Frozen Aura?

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+HPs is an often overlooked and underrated method of gaining survivability on a blaster, especially on teams. Spillover AoEs that kill squishes, leave you with some HPs. Your overall regeneration is higher. It is effective against all damage, even untyped.

 

An extra 200-300 HPs gives you AND your team more time to respond to your situation, which is often significant, IME. It was a nice change to see the Blaster HP cap increased to 1847, rather than 1607 (although I still think it would have been better to be at the same cap as Stalkers).

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My first instant reaction to the topic header was:

 

Roll a Sentinel.

 

LOL!  ;D

 

@Rathstar

Energy/Energy Blaster (50+3) on Everlasting

Energy/Temporal Blaster (50+3) on Excelsior

Energy/Willpower Sentinel (50+3) on Indomitable

Energy/Energy Sentinel (50+1) on Torchbearer

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Although it is possible to go for Slash/Lethal defense and this will protect you from a lot, the issue with doing so is it often leaves you with very low Resistance. That's the reason I usually chase Ranged Defense instead, with a Resistance based shield (Fire, Energy, etc). The Resistance shield + Tough will cut any Slash or Lethal damage that hits you (and some will!) a bit less than in half.

 

Also, quite frankly, there isn't a Tertiary set right now that adds more survivability than Fire. Bonfire slotted with a kb to kd proc is frankly overpowered--you will outperform Ice Control's Ice Slick, and by a big margin, plus get a Resistance shield as mentioned above. Rise of the Phoenix is one of the most underrated powers in the game IMO because even given everything else, you will sometimes die, and RotP puts you right back in the action.

 

This feels like deja vu.  After 7 years of no CoH forum, I find myself once again of one mind with Oedipus Tex.  In addition to the post quoted above, he mentioned his fondness for */Time/Fire Blasters, and I've been working on just such a build.

 

For what it's worth, here's my attempt at Fire/Time/Fire with soft-capped ranged DEF:

 

Click this DataLink to open the build!

 

Level 50 Mutation Blaster

Primary Power Set: Fire Blast

Secondary Power Set: Temporal Manipulation

Power Pool: Speed

Power Pool: Flight

Power Pool: Leadership

Power Pool: Leaping

Ancillary Pool: Flame Mastery

 

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As always, there are trade offs and misgivings, and of course it's always possible that someone else could refine or improve my efforts.

 


  •  
  • In this case, I skipped the Fighting Pool to make room for more fun/flavor picks.  It's very difficult to fit Afterburner, Assault/Vengeance, and Rise of the Phoenix when you do take Fighting, though of course Weave makes it easier to soft-cap, which increases slot flexibility, and Tough improves S/L RES considerably.  From a pure powergaming perspective, you could improve the build by ditching one or both of the travel powers and picking up the Fighting pool.
     
  • I'm also not super thrilled with all the 6-piece Thunderstrike sets in my single-target attacks.  Ideally, you'd have at least a few procs in those, but unfortunately all the AoE attacks in this build leave little room for sets that confer ranged DEF.
     
  • Fire Breath is a bit of a love/hate object for me.  Despite its mediocre reputation, Fire Breath is actually a great damage power, but the trick is that it needs range to shine.  You could, of course, grab some global range through Incarnate abilities, but that's a trade-off too - so for the moment, I'm stuck with the somewhat awkward looking 5pc Positron's + generic range IO.
     
  • As for /Time, it's pretty close to ideal for a ranged Blaster.  It gives you stun protection, an albeit short-duration AoE stun power, and passive +recharge.  My only minor complaints are that the immobilize has a short range, and deals no damage.
     
  • The single-target hold is interesting; if you stack the immobilize (Time Wall) first, then the hold becomes mag 5, good for taking bosses out of the action.  Unfortunately, the extra hold magnitude apparently only lasts for 8 seconds, and the hold itself has a slow animation.  I'm not sure that spending ~4 seconds of damage-free animation time to hold a boss for 8 seconds is a worthwhile trade off, given the power/slot investment required.

 

Altogether, between the AoE stun and the knockback-to-knockdown-enhanced Bonfire, this build should perform like a mini Controller with Blaster-tier damage.  You have perma-Hover (at 40+ MPH), 45% ranged DEF, some Absorb, and a moderate amount of S/L resistance to help you deal with whatever your controls fail to protect you from.  I still think fully IO'd Dominators (and certain flavors of Corruptor) are more powerful overall, but something like this Blaster will work great.

 

This turned into a longer post than I intended.  Just thought I'd offer an example build of a survivable Blaster.

 

(EDIT to add a data link because I can't seem to get the copy-paste data-chunk import to work.  Also not sure what happened to the list formatting, but it'll do.)

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Is there some kind of consensus on how to slot normal +end/heal/absorb sustaining powers? I doubt full Numina's (heal/absorb) keep you from running dry as a perma-hasten blaster? Positron Particles Hydra-Origin looks good on paper since it enhances both heal/absorb and endurance, but I never see them on the auction house. Are they in-game as rewards for the Sewer Trial?

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Is there some kind of consensus on how to slot normal +end/heal/absorb sustaining powers? I doubt full Numina's (heal/absorb) keep you from running dry as a perma-hasten blaster? Positron Particles Hydra-Origin looks good on paper since it enhances both heal/absorb and endurance, but I never see them on the auction house. Are they in-game as rewards for the Sewer Trial?

Those actually buff Endurance Reduction, not Endurance Modification, so they aren't particularly useful for sustain powers.

 

Personally for my Blaster (/Devices) I went with:

2 x Endurance Reduction IOs

1 x Healing IO

1 x Numina: Healing IO

1 x Numina: Regeneration/Recovery IO

1 x LotG Recharge Speed IO

 

That gets me plenty of regen and recovery plus I pick up a little more regen from the Numina set bonus and the recharge speed from the LotG.

Defender Smash!

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Those actually buff Endurance Reduction, not Endurance Modification, so they aren't particularly useful for sustain powers.

 

Personally for my Blaster (/Devices) I went with:

2 x Endurance Reduction IOs

1 x Healing IO

1 x Numina: Healing IO

1 x Numina: Regeneration/Recovery IO

1 x LotG Recharge Speed IO

 

That gets me plenty of regen and recovery plus I pick up a little more regen from the Numina set bonus and the recharge speed from the LotG.

Thanks for your input. The upcoming changes to /Dev made me tinker around with a low-mid level iconic AR/Dev. But I'm not sure about losing out of both aim and build-up...and reliable gaussian's proc is worth it. Are you sure about the Hydra-Origin by the way? The hero planner got Positron Particles listed as enhancing End Mod.

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Thanks for your input. Are you slotting out Stamina on top of that? I'm a very blasty blaster and hate to run dry! Are you sure about the Hydra-Origin by the way? The hero planner got Positron Particles listed as enhancing End Mod.

I just put a single End Mod IO in Stamina (and the Miracle proc in Health) and I've been fine for endurance.

 

I'm sure regarding the Hydra enhancements, the wiki says that it's Heal/End Reduction and I know for a fact that Golgi Exposure (the Hamidon equivalent) are Heal/End Reduction. In any case it's largely academic, Hydra and Crystal Titan enhancements aren't available at level 50 (unless the SCORE team changed something) so you'd need to use Hamidon Enhancements and I know they don't have an End Mod version.

Defender Smash!

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  • 4 weeks later

My steps for making a survivable blaster are:

1) Go into the medicine line and get Aid Self.  Having a personal heal is invaluable imo.

2) Take Fly and slot your IOs with ranged defense in mind.

3)  With the epic pool certain power sets offer some nice survivability buffs.  Energy and Ice are two of the better ones.  Personal Force Field works great with your personal heal as it makes you nearly untouchable and Hibernate is a self heal and invulnerable button, just be ready to be attacked as soon as you end it.

4)  Incarnate powers I took Barrier as it greatly boosts your defenses and makes you much harder to hit for about 1-2 min.  Clarion is a good backup as it makes great mez protection.

 

When fighting stay airborne as much as possible, so the 5th Column caves will be your worst map, though generally I consider any cave or the CoT city to be evil.  Using the above steps on my fire/atomic blaster allowed me to run virtually all my missions solo including the arc in PI where you fight all the AVs, though they are EBs if you go in solo.  It has also kept me alive in a number of tfs and incarnate trials when a healer is not close by or is preoccupied as the ability to heal myself and get out of the action has saved my butt a number of times.

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