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Posted

Howdy folks.

 

Been having a lot of fun playing an elec/elec blaster and decided to poke around a bit in Mds to come up with a high end goal build. Before I commit to anything, though, I'd love to get some feedback on how it looks any any ideas for how I could make it better.

 

Thanks in advance!

 

This Hero build was built using Mids Reborn 3.3.1
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Lightning Bolt

  • (A) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge
  • (9) Superior Winter's Bite - Damage/RechargeTime
  • (9) Superior Winter's Bite - Accuracy/Damage/Endurance
  • (17) Superior Winter's Bite - Accuracy/Damage/Recharge
  • (19) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime

Level 1: Electric Fence

  • (A) Empty

Level 2: Ball Lightning

  • (A) Superior Defiant Barrage - Accuracy/Damage
  • (3) Superior Defiant Barrage - Damage/RechargeTime
  • (3) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
  • (5) Superior Defiant Barrage - Accuracy/Damage/Endurance
  • (7) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
  • (7) Superior Defiant Barrage - RechargeTime/+Status

Level 4: Hasten

  • (A) Recharge Reduction IO
  • (5) Recharge Reduction IO

Level 6: Short Circuit

  • (A) Power Transfer - EndMod
  • (36) Power Transfer - Damage/Recharge
  • (37) Power Transfer - Damage/EndMod
  • (37) Power Transfer - Damage/Accuracy/Endurance
  • (37) Power Transfer - Damage/Accuracy/Recharge/Endurance
  • (39) Power Transfer - Chance to Heal Self

Level 8: Fly

  • (A) Freebird - +Stealth

Level 10: Hover

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (11) Hypersonic - Flying
  • (11) Hypersonic - Flying / Increased Fly Protection
  • (29) Kismet - Accuracy +6%

Level 12: Zapp

  • (A) Sting of the Manticore - Accuracy/Damage
  • (13) Sting of the Manticore - Damage/Endurance
  • (13) Sting of the Manticore - Accuracy/Interrupt/Range
  • (15) Sting of the Manticore - Damage/Endurance/Recharge
  • (15) Sting of the Manticore - Chance of Damage(Toxic)
  • (17) Decimation - Chance of Build Up

Level 14: Charged Brawl

  • (A) Kinetic Combat - Accuracy/Damage
  • (19) Kinetic Combat - Damage/Endurance
  • (42) Kinetic Combat - Damage/Recharge
  • (42) Kinetic Combat - Damage/Endurance/Recharge

Level 16: Build Up

  • (A) Rectified Reticle - To Hit Buff
  • (46) Rectified Reticle - To Hit Buff/Recharge

Level 18: Charge Up

  • (A) Rectified Reticle - To Hit Buff
  • (48) Rectified Reticle - To Hit Buff/Recharge

Level 20: Dynamo

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

Level 22: Evasive Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (23) Soaring - FlySpeed
  • (23) Soaring - Endurance/FlySpeed

Level 24: Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (25) Luck of the Gambler - Defense
  • (25) Luck of the Gambler - Defense/Endurance

Level 26: Voltaic Sentinel

  • (A) Expedient Reinforcement - Accuracy/Recharge
  • (27) Expedient Reinforcement - Accuracy/Damage
  • (27) Expedient Reinforcement - Damage/Endurance
  • (29) Expedient Reinforcement - Accuracy/Damage/Recharge

Level 28: Power Sink

  • (A) Preemptive Optimization - Accuracy/Recharge
  • (39) Preemptive Optimization - EndMod/Endurance
  • (39) Preemptive Optimization - EndMod/Recharge
  • (40) Preemptive Optimization - EndMod/Accuracy/Endurance
  • (40) Preemptive Optimization - EndMod/Accuracy/Recharge
  • (40) Preemptive Optimization - EndMod/Endurance/Recharge

Level 30: Tactics

  • (A) Adjusted Targeting - To Hit Buff
  • (31) Adjusted Targeting - To Hit Buff/Recharge
  • (42) Adjusted Targeting - To Hit Buff/Endurance/Recharge
  • (50) Adjusted Targeting - Endurance/Recharge
  • (50) Adjusted Targeting - To Hit Buff/Endurance

Level 32: Thunderous Blast

  • (A) Superior Blaster's Wrath - Accuracy/Damage
  • (33) Superior Blaster's Wrath - Damage/Recharge
  • (33) Superior Blaster's Wrath - Accuracy/Damage/Recharge
  • (33) Superior Blaster's Wrath - Accuracy/Damage/Endurance
  • (34) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
  • (34) Superior Blaster's Wrath - Recharge/Chance for Fire Damage

Level 35: Scorpion Shield

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (36) Luck of the Gambler - Defense
  • (36) Luck of the Gambler - Defense/Endurance

Level 38: Shocking Grasp

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (43) Superior Blistering Cold - Damage/Endurance
  • (43) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (43) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (50) Superior Blistering Cold - Recharge/Chance for Hold

Level 41: Boxing

  • (A) Empty

Level 44: Tough

  • (A) Steadfast Protection - Resistance/+Def 3%
  • (45) Steadfast Protection - Knockback Protection
  • (45) Gladiator's Armor - TP Protection +3% Def (All)
  • (45) Reactive Armor - Resistance
  • (46) Reactive Armor - Resistance/Endurance
  • (46) Reactive Armor - Resistance/Endurance/Recharge

Level 47: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (48) Luck of the Gambler - Defense
  • (48) Luck of the Gambler - Defense/Endurance

Level 49: Vengeance

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed

Level 1: Brawl

  • (A) Empty

Level 1: Defiance


Level 1: Sprint

 

 

@Draeth Darkstar

Virtue and Freedom Survivor

Posted
14 hours ago, Draeth Darkstar said:

 I'd love to get some feedback on how it looks any any ideas for how I could make it better.

 

It looks terrible.

I mean, look at the length of that post.

Mouse wheels don't last forever you know !

Short Forum Export plx !

Posted
10 hours ago, Chelsea Rorec said:

It looks terrible.

I mean, look at the length of that post.

Mouse wheels don't last forever you know !

Short Forum Export plx !

As you wish.

 

This Hero build was built using Mids Reborn 3.3.1
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Lightning Bolt -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/Rchg(9), SprWntBit-Acc/Dmg/EndRdx(9), SprWntBit-Acc/Dmg/Rchg(17), SprWntBit-Dmg/EndRdx/Acc/Rchg(19), Apc-Dam%(29)
Level 1: Electric Fence -- Empty(A)
Level 2: Ball Lightning -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7), SprDfnBrr-Rchg/+Status Protect(7)
Level 4: Hasten -- RechRdx-I(A), RechRdx-I(5)
Level 6: Short Circuit -- PwrTrns-EndMod(A), PwrTrns-Dam/Rech(36), PwrTrns-Dam/EndMod(37), PwrTrns-Dam/Acc/End(37), PwrTrns-Dam/Acc/Rech/End(37), PwrTrns-+Heal(39)
Level 8: Fly -- Frb-Stlth(A)
Level 10: Hover -- Ksm-ToHit+(A), HypSnc-Fly(11), HypSnc-+Special(11)
Level 12: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(13), StnoftheM-Acc/ActRdx/Rng(13), StnoftheM-Dmg/EndRdx/Rchg(15), StnoftheM-Dam%(15), Dcm-Build%(17)
Level 14: Charged Brawl -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(19), KntCmb-Dmg/Rchg(42), KntCmb-Dmg/EndRdx/Rchg(42)
Level 16: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(46)
Level 18: Charge Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(48)
Level 20: Dynamo -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(21), NmnCnv-Heal/Rchg(21), NmnCnv-Heal/EndRdx/Rchg(31), NmnCnv-Heal(31), NmnCnv-Regen/Rcvry+(34)
Level 22: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A), Srn-Fly(23), Srn-EndRdx/Fly(23)
Level 24: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25)
Level 26: Voltaic Sentinel -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(27), ExpRnf-Dmg/EndRdx(27), ExpRnf-Acc/Dmg/Rchg(29)
Level 28: Power Sink -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(39), PreOptmz-EndMod/Rech(39), PreOptmz-EndMod/Acc/End(40), PreOptmz-EndMod/Acc/Rech(40), PreOptmz-EndMod/End/Rech(40)
Level 30: Tactics -- AdjTrg-ToHit(A), AdjTrg-ToHit/Rchg(31), AdjTrg-ToHit/EndRdx/Rchg(42), AdjTrg-EndRdx/Rchg(50), AdjTrg-ToHit/EndRdx(50)
Level 32: Thunderous Blast -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(34)
Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx(36)
Level 38: Shocking Grasp -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Rchg/HoldProc(50)
Level 41: Boxing -- Empty(A)
Level 44: Tough -- StdPrt-ResDam/Def+(A), StdPrt-ResKB(45), GldArm-3defTpProc(45), RctArm-ResDam(45), RctArm-ResDam/EndRdx(46), RctArm-ResDam/EndRdx/Rchg(46)
Level 47: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(48), LucoftheG-Def/EndRdx(48)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Health -- Prv-Absorb%(A)
Level 1: Hurdle -- Empty(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 1: Shocked
Level 8: Afterburner
Level 49: Quick Form
Level 50: Musculature Radial Paragon
Level 50: The Atlas Medallion
Level 50: Freedom Phalanx Reserve
Level 50: Task Force Commander
Level 50: Portal Jockey
------------

 

 

@Draeth Darkstar

Virtue and Freedom Survivor

Posted

I did this with my elec/elec

49% range def and 74% S/L resists.

It's very tanky.

 

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

Click this DataLink to open the build!

Level 50 Mutation Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Electricity Manipulation
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Mu Mastery

Hero Profile:
Level 1: Lightning Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Acc/Dmg/EndRdx(7), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(7), SprDfnBrr-Rchg/+Status Protect(9)
Level 1: Electric Fence -- Acc-I(A)
Level 2: Ball Lightning -- Artl-Acc/Dam(A), Artl-Dam/End(9), Artl-Dam/Rech(11), Artl-Acc/Dam/Rech(11), Artl-Acc/Rech/Rng(13), Artl-End/Rech/Rng(13)
Level 4: Charged Brawl -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(15), Mk'Bit-Dmg/Rchg(15), Mk'Bit-Acc/EndRdx/Rchg(17), Mk'Bit-Acc/Dmg/EndRdx/Rchg(17), Mk'Bit-Dam%(19)
Level 6: Short Circuit -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(19), PreOptmz-EndMod/End/Rech(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(23), PreOptmz-EndMod/Acc/Rech(23)
Level 8: Fly -- HO:Micro(A)
Level 10: Havoc Punch -- Mk'Bit-Dam%(A), Mk'Bit-Acc/Dmg(25), Mk'Bit-Dmg/EndRdx(25), Mk'Bit-Dmg/Rchg(27), Mk'Bit-Acc/EndRdx/Rchg(27), Mk'Bit-Acc/Dmg/EndRdx/Rchg(29)
Level 12: Zapp -- ExcCnt-Acc/Dmg(A), ExcCnt-Dmg/EndRdx(29), ExcCnt-Dmg/ActRdx(31), ExcCnt-Dmg/Rng(31), ExcCnt-Dmg/Rchg(31), ExcCnt-Stun%(33)
Level 14: Charge Up -- GssSynFr--ToHit/Rchg(A)
Level 16: Thunder Strike -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(34), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34), SprBlsWrt-Rchg/Dmg%(34)
Level 18: Build Up -- GssSynFr--ToHit/Rchg(A)
Level 20: Dynamo -- PwrTrns-Dam/Acc/Rech/End(A), PwrTrns-Dam/Acc/End(36), PwrTrns-+Heal(36), NmnCnv-Regen/Rcvry+(36), Prv-Absorb%(50)
Level 22: Combat Jumping -- Krm-ResKB(A)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37)
Level 26: Boxing -- Acc-I(A)
Level 28: Power Sink -- RechRdx-I(A)
Level 30: Tough -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(37), Ags-ResDam/EndRdx(37), Ags-ResDam/Rchg(39), Ags-ResDam/EndRdx/Rchg(39), Ags-ResDam(39)
Level 32: Thunderous Blast -- Artl-End/Rech/Rng(A), Artl-Acc/Dam(40), Artl-Dam/End(40), Artl-Dam/Rech(40), Artl-Acc/Dam/Rech(42), Artl-Acc/Rech/Rng(42)
Level 35: Force of Thunder -- AbsAmz-Acc/Stun/Rchg(A), AbsAmz-Acc/Rchg(42), SuddAcc--KB/+KD(43), FrcFdb-Rechg%(43)
Level 38: Shocking Grasp -- Mk'Bit-Acc/Dmg/EndRdx/Rchg(A), Mk'Bit-Acc/Dmg(43), Mk'Bit-Dmg/EndRdx(45), Mk'Bit-Dmg/Rchg(45), Mk'Bit-Acc/EndRdx/Rchg(45), Mk'Bit-Dam%(46)
Level 41: Weave -- RedFrt-Def/EndRdx(A), RedFrt-Def/Rchg(46), RedFrt-Def/EndRdx/Rchg(46), RedFrt-Def(48), ShlWal-ResDam/Re TP(48)
Level 44: Charged Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(48), Ags-ResDam/EndRdx/Rchg(50), Ags-ResDam(50)
Level 47: Hover -- LucoftheG-Def/Rchg+(A)
Level 49: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 1: Defiance
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Stamina -- EndMod-I(A), PwrTrns-EndMod(3), PwrTrns-+Heal(3)
Level 1: Shocked
Level 49: Quick Form
Level 50: Preemptive Core Flawless Interface
Level 50: Assault Radial Embodiment
Level 50: Barrier Core Epiphany
Level 50: Musculature Radial Paragon
Level 8: Afterburner
------------

 

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  • 4 weeks later
Posted

It is kind of hard for me to critique your build without knowing its function: task forces/door missions, farmer or pvp. However, I always 6 slot Short Circuit ( Armageddons or Furry of Gladiator) because not only is it a super end drain it is also a very effective damage power.  Now for farming and for tfs/doors I only 3 slot power sink with eff/adapts and focus on recharge. Between Sort Circuit and Power Sink you should have more than enough end drain to keep baddies at bay. PVP is a different animal. 6 slot them both. Have Super Speed to keep out of enemy's range.  Make sure you have one or two great holds and at least one long ranged hold. Some sets allow chance for hold on a range damage power. Lock on target, then spam long range hold/s. Use SS to stay out of harms way.

 

It may take a while to get a hold but as soon as foe is held use SS to get up close and personal.  Spam holds and end drains.... when foe is helpless hit'em with everything your toon has.

 

The main concept to remember is this. Electric blasters are  Sappers (end drain toons). No end means foe cannot do squat.

Posted (edited)

Taking short circuit and power sink, both of which encourage getting into melee range, and skipping force of thunder is a mind boggling decision. This probably stems from the perception that blaster are squishy and you want to avoid melee, but when you take cornerstone powers of a set that wants you to be in melee, you don't look for synergies to support that strategy and instead immediately fall back to defense.

 

Consider this - with invis through stealth IO + stealth or SS you can get in the middle of a pack, OPEN with force of thunder and then SC+PS without retaliation.

 

FoT is LEAGUES better than most other blaster secondary AoE controls because it's much more spammable and KB/KD doesn't care about critter rank. Electric Manipulation adds further support for this KB/KD strategy with Thunder Strike, and if you took both and timed their use, you can keep stuff around you knocked down repeatedly. Both powers also have a chance to stun - even more mitigation. Slot both with a kb-kd IO and a force feedback proc. You WANT to keep mobs around you so you can chain KD them, knocking them back in this instance runs counter to your strategy.

 

Defense is not the end all be all when it comes to survival, least of which S/L defense for blasters, whether they favor ranged or melee playstyle. This is going to be even more painfully evident when the next update introduces typed defense changes. Range defense has always been superior to S/L defense even for melee heavy builds. Why you ask? Because when you have the means to kill/control mobs in your face, then what you really need to worry about are the stuff shooting at you with nasty debuffs and such from range. Also, you can always use movement to take advantage of range defense, mobility is the most important, the most underrated and the most underappreciated tool in your arsenal.

 

Some people can't tear themselves away from hover/flight but I feel that if you really want to succeed as a melee blaster you need to be mobile. I see a lot of hover blasters die because they don't value movement and the ability to be mobile and shrug off immobilize/-fly/slows which causes them to get stuck in the middle of mobs/patch debuff(especially -fly and slow) and they can't move out quickly.

 

At the very least take combat jumping so you are immune to immobs and have a way to get around faster when you get hit with -fly. I would ditch that entire pool and take combat jumping, and if you really want to fly in combat for certain situations that call for it, get a P2W jetpack.

 

If you want to play with end drain then lean into melee and take advantage of the synergies that electric manipulation gives you to play in melee, otherwise you can do what many people do and shy away from any and all melee powers and just build for pure range blasting. I would say that you are not getting the most of electric manipulation if you take that path, but that hasn't stopped other people from building that way.

Edited by Nemu
  • Thumbs Down 1

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted
On 8/3/2022 at 1:54 PM, Nemu said:

Taking short circuit and power sink, both of which encourage getting into melee range, and skipping force of thunder is a mind boggling decision. This probably stems from the perception that blaster are squishy and you want to avoid melee, but when you take cornerstone powers of a set that wants you to be in melee, you don't look for synergies to support that strategy and instead immediately fall back to defense.

 

Consider this - with invis through stealth IO + stealth or SS you can get in the middle of a pack, OPEN with force of thunder and then SC+PS without retaliation.

 

FoT is LEAGUES better than most other blaster secondary AoE controls because it's much more spammable and KB/KD doesn't care about critter rank. Electric Manipulation adds further support for this KB/KD strategy with Thunder Strike, and if you took both and timed their use, you can keep stuff around you knocked down repeatedly. Both powers also have a chance to stun - even more mitigation. Slot both with a kb-kd IO and a force feedback proc. You WANT to keep mobs around you so you can chain KD them, knocking them back in this instance runs counter to your strategy.

 

Defense is not the end all be all when it comes to survival, least of which S/L defense for blasters, whether they favor ranged or melee playstyle. This is going to be even more painfully evident when the next update introduces typed defense changes. Range defense has always been superior to S/L defense even for melee heavy builds. Why you ask? Because when you have the means to kill/control mobs in your face, then what you really need to worry about are the stuff shooting at you with nasty debuffs and such from range. Also, you can always use movement to take advantage of range defense, mobility is the most important, the most underrated and the most underappreciated tool in your arsenal.

 

Some people can't tear themselves away from hover/flight but I feel that if you really want to succeed as a melee blaster you need to be mobile. I see a lot of hover blasters die because they don't value movement and the ability to be mobile and shrug off immobilize/-fly/slows which causes them to get stuck in the middle of mobs/patch debuff(especially -fly and slow) and they can't move out quickly.

 

At the very least take combat jumping so you are immune to immobs and have a way to get around faster when you get hit with -fly. I would ditch that entire pool and take combat jumping, and if you really want to fly in combat for certain situations that call for it, get a P2W jetpack.

 

If you want to play with end drain then lean into melee and take advantage of the synergies that electric manipulation gives you to play in melee, otherwise you can do what many people do and shy away from any and all melee powers and just build for pure range blasting. I would say that you are not getting the most of electric manipulation if you take that path, but that hasn't stopped other people from building that way.

Force of Thunder (aka Thunder Crap) is an unnecessary waste of Activation Time, power selection and slots), just saying...

 

And hover blasters usually miss out on at least two of their best attacks.  

Posted
On 8/6/2022 at 8:49 AM, FUBARczar said:

Force of Thunder (aka Thunder Crap) is an unnecessary waste of Activation Time, power selection and slots), just saying...

As someone that has made good use out of that power and other similar powers on a variety of different ATs/Builds I disagree.

 

It also depends on context.

 

I've seen enough of your posts to have an understanding of the lens you see things, but not everyone gauges powers strictly by

a) Whether it does damage

b) Activation time

c) Damage per activation if it does do damage

 

Not everyone builds for survival with the sole focus on

a) Defense

b) Resists

 

Not everyone treats the pylon/trapdoor test as the bible or baseline for their build performance

 

And finally not everyone runs at the kind of extreme difficulty/content and you and Voltak are known to runs at, where prolonged exposure to melee on a squishy even with high defense and high resists is extremely deadly. For those scenarios, cast time absolutely matters, as well as needing to squeeze every bit of survival into those hard def/res stats.

 

I admit that I do take into consideration those factors I listed above, for example I have a seething hatred for shout. I do look at other things when I plan a build however. Synergy is important, spammable KD is fun, and for the majority of content more effective than low mag hard controls on a long timer that you find in most blaster secondaries. TS + FOT gives you are fairly unique blaster toolkit that allows you to play a little melee tank mage even at regular +4/8 without incarnates.

 

I stand by my position.

  • Like 2

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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