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Elec/Energy Blaster Build


Arc-Mage

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I want an opinion....or two.

I am trying to rebuild my Elec/Energy Blaster

My +Def build is 479 Regen and 1403 HP with mid 30's Def and 39-58 Resistance

My +Acc build is 468 Regen and 1439 HP with upper teens Def but 30-51 Resistance

My +Resistance Build is 236 Regen and 1444 HP with mid teens Def and 70-75 Resistance

Anyone have an opinion on Regen over HP over Resistance on a Blaster? Please keep in mind this is one of the weakest Blaster sets in the game. So +DMG isn't much of a thing. Survivability is King.
 

Being constantly offended doesn't mean you're right, it just means you're too narcissistic to tolerate opinions different than your own.

 

With Great Power Comes Great Responsibility.

 

Let's Go Crack a Planet.

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Regen is irrelevant on a blaster, thats what green insps are for. Resistance is pretty irrelevant if you have no defence. Elec is not one of the weakest blaster sets in the game its more like top 3. My very old build, badly in need of a respec now  has almost 0 res but it doesnt matter when the enemy has 0 end to hit you with:

 

 

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

ELEC NRG MACE: Level 50 Technology Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
------------
Level 1:    Charged Bolts            SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg(7), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(9)
Level 1:    Power Thrust            SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/EndRdx(46), SprBlsCol-Acc/Dmg/Rchg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48)
Level 2:    Lightning Bolt            PwrTrns-+Heal(A), Apc-Dam%(9), Apc-Dmg/EndRdx(11), Apc-Acc/Rchg(11), Apc-Acc/Dmg/Rchg(13), Apc-Dmg(13)
Level 4:    Build Up            RctRtc-ToHit(A), RctRtc-ToHit/Rchg(31)
Level 6:    Ball Lightning            SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(15), SprBlsWrt-Acc/Dmg/EndRdx(15), SprBlsWrt-Acc/Dmg/Rchg(17), SprBlsWrt-Dmg/Rchg(17), SprBlsWrt-Acc/Dmg(19)
Level 8:    Short Circuit            Arm-Dmg/EndRdx(A), Arm-Dmg(19), Arm-Acc/Dmg/Rchg(21), Arm-Acc/Rchg(21), Arm-Dam%(23), PwrTrns-+Heal(23)
Level 10:    Charge Up            RctRtc-ToHit/Rchg(A), RctRtc-ToHit(31), GssSynFr--Build%(31)
Level 12:    Zapp                StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(25), StnoftheM-Acc/Dmg(25), StnoftheM-Dmg/EndRdx(27), StnoftheM-Acc/ActRdx/Rng(27), GldJvl-Dam/End/Rech(29)
Level 14:    Boxing                Empty(A)
Level 16:    Energize            NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(39), NmnCnv-Heal/EndRdx/Rchg(39), NmnCnv-Heal/Rchg(40), NmnCnv-EndRdx/Rchg(40), NmnCnv-Heal/EndRdx(40)
Level 18:    Tough                StdPrt-ResDam/Def+(A), GldArm-3defTpProc(36), UnbGrd-Max HP%(37), UnbGrd-ResDam/EndRdx(37), UnbGrd-ResDam(37), UnbGrd-ResDam/EndRdx/Rchg(39)
Level 20:    Weave                LucoftheG-Def/Rchg+(A), Rct-ResDam%(34), Rct-Def/EndRdx(36), Rct-Def(36)
Level 22:    Maneuvers            LucoftheG-Def/Rchg+(A), LucoftheG-Def(33), LucoftheG-Def/EndRdx(34), LucoftheG-Def/EndRdx/Rchg(34)
Level 24:    Tactics                HO:Cyto(A)
Level 26:    Assault                EndRdx-I(A)
Level 28:    Power Boost            RechRdx-I(A), RechRdx-I(29)
Level 30:    Combat Jumping            LucoftheG-Def/Rchg+(A), Ksm-ToHit+(42)
Level 32:    Thunderous Blast        Rgn-Dmg(A), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(43), Rgn-Dmg/EndRdx(43), PstBls-Dam%(43)
Level 35:    Scorpion Shield            LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(45), ShlWal-Def(45), ShlWal-Def/EndRdx(45)
Level 38:    Hasten                RechRdx-I(A), RechRdx-I(46)
Level 41:    Super Speed            BlsoftheZ-Travel/EndRdx(A), BlsoftheZ-ResKB(48)
Level 44:    Vengeance            LucoftheG-Def/Rchg+(A)
Level 47:    Voltaic Sentinel        ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(47), ExpRnf-Acc/Dmg/Rchg(47), ExpRnf-Dmg/EndRdx(49), ExpRnf-Acc/Dmg(49), ExpRnf-Acc/Rchg(50)
Level 49:    Super Jump            WntGif-ResSlow(A)
Level 1:    Defiance    
Level 1:    Brawl                Empty(A)
Level 1:    Sprint                Empty(A)
Level 2:    Rest                Empty(A)
Level 1:    Swift                Empty(A)
Level 1:    Hurdle                Empty(A)
Level 1:    Health                Pnc-Heal/+End(A), Mrc-Rcvry+(3)
Level 1:    Stamina                PrfShf-End%(A), PrfShf-EndMod(3)
Level 49:    Quick Form    
Level 41:    Speed Phase    
Level 49:    Double Jump    
Level 1:    Shocked    
------------

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If you want survival above all else then I recommend defense bonuses as a priority like @Meknomancer suggested.

 

The standard way to augment your defense for a melee-centric blaster is to take scorpion shield for an easy boost to S/L defense and build upon that. Another way that you can approach defense is to use power boost to give you enough defense to handle alpha strikes but that's much more clicky. With power boost you can also cut the +acc build. If you took tactics/build up/aim you should have no problems hitting stuff when those are boosted by power boost.

 

I've often emphasized the need for range defense even on melee centric builds. I believe that's even more relevant with the defense and mob aggro AI changes that came with page 4. Range defense is a bit more of a catch all for all the ranged stuff things mobs throw at you. Think of maps where mobs are spread out and are all too happy to shoot you at a distance, or if you hit a few ambush/adds and mobs start shooting at you from range. Even at maximum melee range saturation you will still have mobs unable to reach you and resort to shooting. Often times you'll get range attacks that don't have an S/L component and some of those carry nasty debuffs. As long as you can move and keep a little bit of distance between you are the mob you are effectively using range defense to your advantage. There's no difference in being 50 feet away or 10 feet away, as long as mobs can't melee you, they are either shooting you are chasing you. And if you leverage jousting mechanics you can maximize the work that high range defense does on such a build.

 

Also treat energize as an autofire power that keeps your endurance usage manageable, not primarily as an on-demand heal.

 

A few issues back I toyed with my build with the goal of hitting high defenses and good resists without using scorpion shield. Mostly because I wanted a build that had both Total focus and Knockout blow. This is what I came up with, I considered hitting those goals a success.

 

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

Click this DataLink to open the build!

Thunda Panda Tough: Level 50 Technology Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Concealment
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Leviathan Mastery

Hero Profile:
Level 1: Lightning Bolt -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(40), SprDfnBrr-Acc/Dmg/Rchg(40), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(43), SprDfnBrr-Acc/Dmg/EndRdx(46), SprDfnBrr-Rchg/+Status Protect(48)
Level 1: Power Thrust -- Empty(A)
Level 2: Ball Lightning -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/Rchg(3), SprBlsWrt-Acc/Dmg/EndRdx(5), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(5), SprBlsWrt-Rchg/Dmg%(7)
Level 4: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(7)
Level 6: Short Circuit -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx(9), SprAvl-Acc/Dmg/EndRdx/Rchg(11), SprAvl-Rchg/KDProc(11)
Level 8: Charge Up -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(13), GssSynFr--Build%(13)
Level 10: Stealth -- LucoftheG-Def/Rchg+(A)
Level 12: Zapp -- StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(15), StnoftheM-Acc/ActRdx/Rng(15), StnoftheM-Dmg/EndRdx/Rchg(17), StnoftheM-Dam%(17)
Level 14: Super Jump -- BlsoftheZ-ResKB(A), WntGif-ResSlow(19)
Level 16: Energize -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(19), NmnCnv-Heal/Rchg(21), NmnCnv-Heal/EndRdx/Rchg(21), NmnCnv-Heal(23), NmnCnv-Regen/Rcvry+(23)
Level 18: Build Up -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(25)
Level 20: Bone Smasher -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(25), KntCmb-Dmg/EndRdx/Rchg(27), KntCmb-Knock%(27), HO:Nucle(29)
Level 22: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(29), Rct-Def/EndRdx(31), Rct-ResDam%(31)
Level 24: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(31), KntCmb-Dmg/EndRdx/Rchg(33), KntCmb-Knock%(33)
Level 26: Tough -- StdPrt-ResDam/Def+(A)
Level 28: Power Boost -- RechRdx-I(A), RechRdx-I(33)
Level 30: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(34), ShlWal-Def(34), ShlWal-ResDam/Re TP(34)
Level 32: Thunderous Blast -- Artl-Acc/Dam(A), Artl-Dam/End(36), Artl-Dam/Rech(36), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(37)
Level 35: Tactics -- RctRtc-ToHit(A), RctRtc-ToHit/Rchg(37)
Level 38: Total Focus -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(39), KntCmb-Dmg/EndRdx/Rchg(39), KntCmb-Knock%(39), HO:Nucle(40)
Level 41: Bile Spray -- Artl-Acc/Dam(A), Artl-Dam/End(42), Artl-Dam/Rech(42), Artl-Acc/Dam/Rech(42), Artl-Acc/Rech/Rng(43), Artl-End/Rech/Rng(43)
Level 44: Knockout Blow -- SprBlsCol-Dmg/EndRdx(A), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(45), SprBlsCol-Rchg/HoldProc(46), FrcFdb-Rechg%(46)
Level 47: Shark Skin -- GldArm-End/Res(A), GldArm-RechRes(47), GldArm-RechEnd(47), GldArm-Res/Rech/End(47), GldArm-ResDam(48), GldArm-3defTpProc(48)
Level 49: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 1: Defiance
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- UnbLea-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Empty(A)
Level 1: Hurdle -- Empty(A)
Level 1: Health -- Pnc-Heal/+End(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 1: Shocked
Level 49: Quick Form
Level 14: Double Jump
Level 50: Agility Core Paragon
Level 50: Portal Jockey
Level 50: Task Force Commander
Level 50: The Atlas Medallion
Level 50: Freedom Phalanx Reserve
------------

 

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Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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This is totally going to suck 😕 This is my main toon and I've been using the same build for almost 15 years. With that build minus Voltaic Sentinel (because it's currently broken) I can squeak out 1498 HP and 476 Regen. 

 

I'm going to have to look at that build in a different way now and I hate it. 

 

Thanks for the info guys. It's appreciated. 

Being constantly offended doesn't mean you're right, it just means you're too narcissistic to tolerate opinions different than your own.

 

With Great Power Comes Great Responsibility.

 

Let's Go Crack a Planet.

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Why do you say Voltaic is broken? Its a toggle, click it on when you enter mish and forget about it. Better yet have a macro handy   /macro VS "powexec_location self Voltaic Sentinel" and just click it whenever you zone. Thats not broken thats a far superior version from live when you had to click and place it every minute.

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10 hours ago, Meknomancer said:

Why do you say Voltaic is broken? Its a toggle, click it on when you enter mish and forget about it. 

Except it doesn't. It is broken. VS will stop following in about half the maps I play. Forget about running any level ITF or most incarnate lvl content. Especially if it's one of the new ones. Superior version is to laugh.

Being constantly offended doesn't mean you're right, it just means you're too narcissistic to tolerate opinions different than your own.

 

With Great Power Comes Great Responsibility.

 

Let's Go Crack a Planet.

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  • 3 weeks later

Bit late to the party on this one, but for what it may still be worth @Arc-Mage:

 

Electric/Nrg was a small project of mine a long while back (it sounds weird to say that now, it's already been two+ years) so the build might seem odd for having double travels and such, but it hits a bunch of standard key metrics. Just off 45% S/L/E, 536% Regen, Musculature Alpha, "Perma" Power Boost (which effectively makes it iCap).

 

Spoiler

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		|-------------------------------------------------------------------|

 

 

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On 9/25/2022 at 3:58 AM, Sir Myshkin said:

Bit late to the party on this one, but for what it may still be worth @Arc-Mage:

 

Electric/Nrg was a small project of mine a long while back (it sounds weird to say that now, it's already been two+ years) so the build might seem odd for having double travels and such, but it hits a bunch of standard key metrics. Just off 45% S/L/E, 536% Regen, Musculature Alpha, "Perma" Power Boost (which effectively makes it iCap).

 

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Thanks for that. I tweaked it a bit and may change to that if Voltaic Sentinel is ever fixed. 

 

I was told to lean into the Blaster part of the build and came up with this:

 

https://www.midsreborn.com/builds/download.php?uc=1693&c=739&a=1478&f=HEX&dc=78DA7594D96B135114C6BF4926C6268D699BAEDABDD62E6927492B226EB8B5826DA036D5D712922119189398A460FF0B37106CAB6F82EFAEAFBEBA80AFEAB3E2830B08BE88C6933973EA4DC58199F9CD7C67F9EEBD333779F56CF3AB978B27A185CED8E94A65F5345DAB6639B06266F285A25DCCAD838ECE53E5CC74329D3307A3A94CB15C1A4CE52DD3CEFA491A70335697D3859C9935E66C33532D5B99B4CDB546444FAD954AC572D5982B98E5DCFA6A325DB04A6B76BA6A150B082E158BB6316F5BB97C35C45C47AB900B384FA9926966C30E2E9AE9AC59AEE4AD52CF5CC9CA18523E99CE9874A9F37A37F91AA6D340C351F3013E1D48E8D0E115F030EC82260086DDD0192EEF28436F6FB1E2C13586695C17B8C110C34D0140534D68F8210D121E0702880BC4189A61084C311429D7FBB74ECDE3C50629111DFDD86488618B214E013EB5A50FF7BC4E953DB82BB0C5D0824D810D8636DC614850AE5F2DE3C7318F1B7298A11D47048E3274E2B8803BCC19CA6D52CA684D62B85F8610A4364125C413C45BAED28D7702EF19662920A4BA0AE11337DA8B3770E105432F5E0B7CE498417C60D0A86558994F84B152FF6C745CA15BABA2F85A714973932F0A5C6018C2B2404A6085C14B0D226A990866785E47101348081C64D88F598138834E653A549F1DF8CE4A13295D6A832E27D0496E6738801681F35E17E619C6708E6198CAF4A8CBD38328DC10172A74DBA784D083ABB452729FEAA14F3CF43B8377AAB86626C4C3847898C002C3A1FA46A2AEE9009EF1324DE2A9C04386293C12782CF084A1CDCFFFFDB6CF615A0E47F9D9028CAA0D46C5E7A4F89C169F3199B4043C046375F80D0722D4605C5D8C713CE0AFF2F9241055142D8A369F5B25CCD04EC9869A6CE017DDFB74DCA7E4B8AAC4E5DF19D21B768F5AAD576FDC8B9C97B51A16FFF37E496FDC7DE8C179FF39D05898CE119EAA2FFF2AE3AC7CDDA1100E79DD7DF084E68CE4DBBFC9B7DDFF37EA28D9ED912CD407AD38ABD18ED1B009D4FE00CBC5D085

 

The Regen and HP are both higher. The Def and Res are slightly lower but the ACC and DMG are both higher. Trade off's right? I have not tried this build out on a high end TF yet. It may be for not, but as of now it's what I am working with. 

Being constantly offended doesn't mean you're right, it just means you're too narcissistic to tolerate opinions different than your own.

 

With Great Power Comes Great Responsibility.

 

Let's Go Crack a Planet.

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2 hours ago, Arc-Mage said:

The Regen and HP are both higher. The Def and Res are slightly lower but the ACC and DMG are both higher. Trade off's right?

 

Power Transfer's Heal Proc goes off nearly clockwork in Stamina and is essentially equivalent worth to 6/HPs Regen for a Blaster. Your build: 36 HP/s, Mine: 30 HP/s+PTHeal = effective 36 HP/s. Some times trying to cram excess Regen into low-HP AT's just doesn't have the same trade off as it does for things like Tankers and Brutes where the difference of 10% Regen is scaling against 100's of HP and not 10's of HP.

 

Also make sure it's apples to apples (as the saying goes). I obviously took a look at your build and there were several things that I was scratching my head at going "why doesn't this make sense?" Well I discovered something about how the Mid's team has updated the program into this 3.4.6 build. It appears enemy level and certain settings like "view damage per animation, attack, or second" carry over in the import. Once I toggled that back, and reset enemy level to +4 then things started making a lot more sense again. If you're trying to compare to my build it is most definitely set to +4 and Damage Per Animation (not default Activation like yours).

 

You did add Charge Up and Vengeance, but once all of those are detoggled the base average isn't the same. Procs really add up and not only did I pack in damage procs, but I also packed in -Res procs to scale up that performance. As an example, how you slotted Zapp versus how I slotted Zapp. Your DPA is 141.4 under Quick Form, and mine is 250.3 (I even turned Musculature off since you didn't have an Alpha included).

 

On your defense side of things, why did you invest six slots on Hover? That power taps out at like 2.5 max defense when you could easily just put those slots into Weave and recover a much larger investment?

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22 hours ago, Sir Myshkin said:

 

Power Transfer's Heal Proc goes off nearly clockwork in Stamina and is essentially equivalent worth to 6/HPs Regen for a Blaster. Your build: 36 HP/s, Mine: 30 HP/s+PTHeal = effective 36 HP/s. Some times trying to cram excess Regen into low-HP AT's just doesn't have the same trade off as it does for things like Tankers and Brutes where the difference of 10% Regen is scaling against 100's of HP and not 10's of HP.

 

Also make sure it's apples to apples (as the saying goes). I obviously took a look at your build and there were several things that I was scratching my head at going "why doesn't this make sense?" Well I discovered something about how the Mid's team has updated the program into this 3.4.6 build. It appears enemy level and certain settings like "view damage per animation, attack, or second" carry over in the import. Once I toggled that back, and reset enemy level to +4 then things started making a lot more sense again. If you're trying to compare to my build it is most definitely set to +4 and Damage Per Animation (not default Activation like yours).

 

You did add Charge Up and Vengeance, but once all of those are detoggled the base average isn't the same. Procs really add up and not only did I pack in damage procs, but I also packed in -Res procs to scale up that performance. As an example, how you slotted Zapp versus how I slotted Zapp. Your DPA is 141.4 under Quick Form, and mine is 250.3 (I even turned Musculature off since you didn't have an Alpha included).

 

On your defense side of things, why did you invest six slots on Hover? That power taps out at like 2.5 max defense when you could easily just put those slots into Weave and recover a much larger investment?

I’ve made many builds with different themes. With this one I was trying to max out both HP and Regen. The build itself was suggested by another player and I modified it. 
 

I noticed that about your build too, being set to +5. While money in game is no problem for me I rarely max out my toons. This is because I play regular content far more than incarnate content. So I just leave mids set to lvl 50 content. The exception to this is the toon we are discussing. All his builds are maxed out to +5. 
 

The procs…somewhere over the last 10+ years I have become adverse to Frankenstein builds. Throwing procs into powers when it robs the toon of Def or Res bothers me. It may entirely be illogical and it my be solely based on nothing more than my OCD. 
 

Zapp, I love my fast draw. Yes my distance is cut substantially and so is my Dmg but I love it. I love it just slightly less than my broken Voltic Sentinel. 

Being constantly offended doesn't mean you're right, it just means you're too narcissistic to tolerate opinions different than your own.

 

With Great Power Comes Great Responsibility.

 

Let's Go Crack a Planet.

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@Arc-Mage, I'm gonna be honest, *scratches head*, I don't think we're quite on the same page here. When I said my build was set to +4, I specifically referred to enemy level. Mid's can calculate accuracy against varying enemy level since it scales, and you can set that level automatically so you can see how your attacks scale in the power window in an accuracy check. I set the enemy level to +4 and work to achieve 95% accuracy based on that metric to know that I can hit a +4.

 

The damage procs... you said you sacrificed in your build, I didn't sacrifice anything *shrug*

 

Zapp... are you referring to the Interrupt time? You did enhance this aspect to drop the Interrupt time, but it's still a 3.564/s Arcanatime Cast no matter what. If maybe you're confusing that with Quick Form, the in-combat Quick Form ability occurs no matter what once you're engaged, it will always give you the quick option which activates with reduced damaged at a faster speed for a flat 1.584/s with no interruption.

 

Now don't get me wrong, I'm not trying to get you to change your play style or anything cause I get the small feeling of that in what you said, I'm just trying to clear up what look like misunderstandings in how the build/powers work and find the best solution for you.

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10 hours ago, Sir Myshkin said:

@Arc-Mage, I'm gonna be honest, *scratches head*, I don't think we're quite on the same page here. When I said my build was set to +4, I specifically referred to enemy level. Mid's can calculate accuracy against varying enemy level since it scales, and you can set that level automatically so you can see how your attacks scale in the power window in an accuracy check. I set the enemy level to +4 and work to achieve 95% accuracy based on that metric to know that I can hit a +4.

 

The damage procs... you said you sacrificed in your build, I didn't sacrifice anything *shrug*

 

Zapp... are you referring to the Interrupt time? You did enhance this aspect to drop the Interrupt time, but it's still a 3.564/s Arcanatime Cast no matter what. If maybe you're confusing that with Quick Form, the in-combat Quick Form ability occurs no matter what once you're engaged, it will always give you the quick option which activates with reduced damaged at a faster speed for a flat 1.584/s with no interruption.

 

Now don't get me wrong, I'm not trying to get you to change your play style or anything cause I get the small feeling of that in what you said, I'm just trying to clear up what look like misunderstandings in how the build/powers work and find the best solution for you.

Yes, I misunderstood what I was reading. 

 

Yes, the Frankenstein builds seem like old school to me. You can probably back it up with numbers but this in no part helps my OCD in keeping as many sets complete as I can. 

 

I couldn't figure out where you where coming from with the Zapp build. After pulling up my toon I noticed I slotted it completely differently than what is in the Mids. It's four slotted Devastation and two slotted Sting of Manticore. I slotted it for the +Regen.

 

My play style was borked the moment VS stopped working. My build at that time was +Def and it worked pretty well although I suffered from low ACC.

 

At this point I'm just meandering around between builds. I've rebuilt him maybe five times so far and not liking any of it.  

Being constantly offended doesn't mean you're right, it just means you're too narcissistic to tolerate opinions different than your own.

 

With Great Power Comes Great Responsibility.

 

Let's Go Crack a Planet.

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Have you tried using VS the way you did on live and just resummon it when and where you want it.

 

And when your looking at above builds, look at what the 5th slot in zapp is giving. Much more important than any regen bonus. If you want to build in regen build towards hp and ignore the sets saying they give regen bonuses. They won't help. Hp helps. But you shouldn't bother with this either when building the blaster. Build for dps and kill stuff before it kills you. @Sir Myshkin slots a ton of procs in his builds that will bump dps massively. The way zapp is slotted with apoc set is just a small bonus in regen. Its the hp and recharge and damage buff that help more and the purple set gives better acc/rech/dmg than any other set. And theres an extra chance for dmg thrown in. Don't focus over much on regen and focus more on hitting def/res/dmg/recharge you'll get a better/more fun build. Green insps will top up hp when needed, if you sit there waiting for it to regen after taking a 60% hit you'll be waiting all day.

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After listening to you both, @Sir Myshkin and @Meknomancer I built it today. I changed a couple of things. But, holy crap this is an awesome build. Thanks for you constant input and challenging me to think differently about the build. 

 

This is what I built.

 

https://www.midsreborn.com/builds/download.php?uc=1860&c=767&a=1534&f=HEX&dc=78DA75944B4F13511480CF746EADA5541E052942E90BA452282DA83BE31336B491D8C46D33994ECA24B51DDB62646534BA373E36CA23EEC4E84A17AE5DEB1F306E5CB9125013372EEA993973C805D29BCCCC77CFFBDC3BF716EE5EEBFEF2397F0994E0D5AAD66C96AEE0BB6534BC05AD62EA8063F872439FC199114B17F57AC38A15574CA35A8EDD99F3A136EADA976E68B58A51CE2C540DBDD53075AD4A9192AC2FAE5A56BDD1CA2CD48C4665AD54D06AA6B55AD55A66BD0681E57ABD9A59AC9A95955690D846B356E9726645CB30CA3D0EE60DAD6C349A2BA635BC60997A86C31734DDC097CD6B61AC6B1A9F59BB7C0578B4BD00AF05404E8007DE326C130878C7F086E0184CAB0EDC72C2ECC769E3F3C8E368B20714984081F7E03A7F20380E1F191214AE0B7E307C27A8A3852A8551544893D309D8A64C399C7B41CAE48575E19A6C10F4C22B860BE4D40F175517FE922A805BE69333F9E01BD90EC057020BE57E39931F1E0BD7E409C14978CAF08C200CCF194AE83429601E3F01796902304B094E4186619A6014B20C3982315E7B2C1082521808C27532B98DD31E49237A20A6BACEA30C1182188C314409548CDB2797D707619C466C933932894342715A89C31843942009310281614272112118541CEF240C30F4128C3B091D58A20C09F41E94776390F77D9CA11F4D86E4FE87B00A4773CE3E9A7207C3B045614FC326C30B86970493B0CEB041D044DF1139C108A7F663EA88A4F144B8B749D821E733B04B70DEBE09E49F260A5EE19A08023C900C0AC10C781854827FBDE02CFA7E98C4914C53B0C7F08BE1B7EA06FE4310C2CA27E49E269CD5122AF4A12625F794E29E6638D32C675A4583B4BCB769B8A7B826F7191E28EEF17CC89022EF3974C9C87B9B814D3ECA5B049FA600B27299592E262E0E5E5CED5101F2683BC2761BF21DE4CB42F647B942F29F5D072F2C942769B7778E6A52A4D93DA441BE496576439C9ADD3B6AB2275C13F7E609A79D96CAFB2D1D1A531D3AC97690E73AC8E73BC8CF7690FBF1975325793B1FC27AE5B5C75B0E7CB2C592BD6FB2E03F7B27FFD1

Being constantly offended doesn't mean you're right, it just means you're too narcissistic to tolerate opinions different than your own.

 

With Great Power Comes Great Responsibility.

 

Let's Go Crack a Planet.

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