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Fire/fire for Hard Mode


Glowman

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Looking to put together a fire/fire build for Hardmode content (801, ASF, new ITF). Does anyone have a tough build I could look at for inspiration? Seems like you might have to take an entirely different approach from the usual in building this way. Hard to blap if you’re dead…

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Here I recently put one together for a buddy.  This gives you a good base of defense 40+ to S/L/E (because you cant survive without buffs anyhow), and then you can rotate between Rune and Core Melee Hybrid

 

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 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Sorcery
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Flares -- Thn-Acc/Dmg(A)
Level 1: Ring of Fire -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(3), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(5)
Level 2: Fire Ball -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/EndRdx(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(9), SprDfnBrr-Rchg/+Status Protect(11)
Level 4: Fire Sword -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(15), Hct-Acc/Rchg(15), Hct-Dmg/EndRdx(17), Hct-Dam%(17)
Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(19), Rct-ResDam%(19)
Level 8: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/Rchg(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(23), SprBlsCol-Rchg/HoldProc(48)
Level 10: Fire Sword Circle -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(23), Arm-Acc/Rchg(25), Arm-Dmg/EndRdx(25), Arm-Dam%(27)
Level 12: Aim -- RechRdx-I(A)
Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-EndRdx/Rchg(29), StdPrt-ResDam/Def+(31), GldArm-3defTpProc(31)
Level 16: Build Up -- GssSynFr--Build%(A)
Level 18: Blaze -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(31), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(33), SprBlsWrt-Rchg/Dmg%(34)
Level 20: Cauterizing Aura -- Prv-Heal(A), Prv-Heal/EndRdx(34), Erd-Dmg/Rchg(34), Erd-Dmg(36), Erd-Acc/Dmg/Rchg(36), Erd-%Dam(36)
Level 22: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def(37), ShlWal-Def/EndRdx/Rchg(37), ShlWal-ResDam/Re TP(37), LucoftheG-Def/Rchg+(39)
Level 24: Spirit Ward -- Prv-Absorb%(A)
Level 26: Blazing Bolt -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(40), Apc-Dam%(40), Dcm-Build%(40)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 30: Super Speed -- BlsoftheZ-ResKB(A)
Level 32: Inferno -- Erd-Acc/Dmg/Rchg(A), Erd-Acc/Rchg(42), Erd-Acc/Dmg/EndRdx/Rchg(42), FuroftheG-Acc/Dmg/End/Rech(43), FuroftheG-Dam/End/Rech(43), FuroftheG-ResDeb%(43)
Level 35: Scorpion Shield -- ShlWal-Def/EndRdx(A), ShlWal-Def(45), ShlWal-Def/EndRdx/Rchg(45), ShlWal-EndRdx/Rchg(45), LucoftheG-Def/Rchg+(46)
Level 38: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(46), SprAvl-Acc/Dmg/EndRdx(46), SprAvl-Acc/Dmg/EndRdx/Rchg(47), SprAvl-Rchg/KDProc(47)
Level 41: Consume -- EndMod-I(A)
Level 44: Super Jump -- BlsoftheZ-ResKB(A)
Level 47: Mystic Flight -- WntGif-ResSlow(A)
Level 49: Rune of Protection -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(49), UnbGrd-Rchg/ResDam(49), UnbGrd-ResDam/EndRdx/Rchg(49)
Level 1: Defiance 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Qck-EndRdx/RunSpd(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(11), Pnc-Heal/+End(13)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
Level 49: Quick Form 
Level 30: Speed Phase 
Level 44: Double Jump 
Level 50: Vigor Core Paragon 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
------------

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It's funny, I actually see HM as the perfect chance to go full damage on my blasters. It's about the only scenario in this game where I know the Tank will be tanking and support characters will be supporting, giving damage dealers the opportunity to do what they do best - kill things faster.

Granted, this requires proper team coordination, and you may still die here and there. But I find it refreshing and fun. With that said, I'm not saying this is the way to go. It's just one more option for you to explore!

Edited by Falsey
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Or try it with Dark Embrace

 

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 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Sorcery
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Flares -- Thn-Acc/Dmg(A)
Level 1: Ring of Fire -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(3), SprWntBit-Dmg/EndRdx/Acc/Rchg(5), SprWntBit-Rchg/SlowProc(5)
Level 2: Fire Ball -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/Rchg(7), SprDfnBrr-Acc/Dmg/EndRdx(9), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(9), SprDfnBrr-Rchg/+Status Protect(11)
Level 4: Fire Sword -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(15), Hct-Acc/Rchg(15), Hct-Dmg/EndRdx(17), Hct-Dam%(17)
Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(19), Rct-ResDam%(19), Krm-ResKB(48)
Level 8: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(21), SprBlsCol-Acc/Dmg/Rchg(21), SprBlsCol-Dmg/EndRdx/Acc/Rchg(23), SprBlsCol-Rchg/HoldProc(23)
Level 10: Fire Sword Circle -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(25), Arm-Acc/Rchg(25), Arm-Dmg/EndRdx(27), Arm-Dam%(27)
Level 12: Aim -- RechRdx-I(A)
Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(29), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-EndRdx/Rchg(31), StdPrt-ResDam/Def+(31), GldArm-3defTpProc(31)
Level 16: Build Up -- GssSynFr--Build%(A)
Level 18: Blaze -- 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 20: Cauterizing Aura -- Prv-Heal(A), Prv-Heal/EndRdx(34), Erd-Dmg/Rchg(36), Erd-Dmg(36), Erd-Acc/Dmg/Rchg(36), Erd-%Dam(37)
Level 22: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def(37), ShlWal-Def/EndRdx/Rchg(37), ShlWal-ResDam/Re TP(39), LucoftheG-Def/Rchg+(39)
Level 24: Spirit Ward -- Prv-Absorb%(A)
Level 26: Blazing Bolt -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(40), Apc-Dmg/EndRdx(40), Apc-Dam%(40), Dcm-Build%(42)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 30: Super Speed -- BlsoftheZ-ResKB(A)
Level 32: Inferno -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(43), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(45)
Level 35: Dark Embrace -- UnbGrd-ResDam/EndRdx(A), UnbGrd-EndRdx/Rchg(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-ResDam(46)
Level 38: Hot Feet -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(46), SprAvl-Acc/Dmg/EndRdx(46), SprAvl-Acc/Dmg/EndRdx/Rchg(47), SprAvl-Rchg/KDProc(47)
Level 41: Consume -- EndMod-I(A)
Level 44: Super Jump -- BlsoftheZ-ResKB(A)
Level 47: Mystic Flight -- WntGif-ResSlow(A)
Level 49: Rune of Protection -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(49), UnbGrd-Rchg/ResDam(49), UnbGrd-ResDam/EndRdx/Rchg(49)
Level 1: Defiance 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Qck-EndRdx/RunSpd(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(11), Pnc-Heal/+End(13)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
Level 49: Quick Form 
Level 30: Speed Phase 
Level 44: Double Jump 
Level 50: Vigor Core Paragon 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
------------

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1 hour ago, Falsey said:

It's funny, I actually see HM as the perfect chance to go full damage on my blasters. It's about the only scenario in this game where I know the Tank will be tanking and support characters will be supporting, giving damage dealers the opportunity to do what they do best - kill things faster.

Granted, this requires proper team coordination, and you may still die here and there. But I find it refreshing and fun. With that said, I'm not saying this is the way to go. It's just one more option for you to explore!

This isn't damage light, and one could easily swap Vigor for Musculature and go Assault Hybrid.  

 

So if you want a little more damage and not worry about defense like a real Joker then maybe something more like this....

 

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 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Sorcery
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Flares -- SprDfnBrr-Dmg/Rchg(A), SprDfnBrr-Acc/Dmg/Rchg(48)
Level 1: Ring of Fire -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(3), SprDfnBrr-Rchg/+Status Protect(5)
Level 2: Fire Ball -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(5), Bmbdmt-Dam/Rech(7), Bmbdmt-Acc/Dam/Rech(7), Bmbdmt-Acc/Dam/Rech/End(9), Bmbdmt-+FireDmg(9)
Level 4: Fire Sword -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(13), Hct-Acc/Rchg(15), Hct-Dmg/EndRdx(15), Hct-Dam%(17), TchofDth-Dam%(17)
Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(19), Rct-ResDam%(19), Krm-ResKB(21)
Level 8: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(21)
Level 10: Fire Sword Circle -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(23), Arm-Acc/Rchg(23), Arm-Dmg/EndRdx(25), Arm-Dam%(25), FuroftheG-ResDeb%(27)
Level 12: Aim -- RechRdx-I(A)
Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-EndRdx/Rchg(29), StdPrt-ResDam/Def+(31), GldArm-3defTpProc(31)
Level 16: Build Up -- GssSynFr--Build%(A)
Level 18: Blaze -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(31), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(33), SprBlsWrt-Rchg/Dmg%(34)
Level 20: Cauterizing Aura -- Prv-Heal(A), Prv-Heal/EndRdx(34), Erd-Dmg/Rchg(34), Erd-Dmg(36), Erd-Acc/Dmg/Rchg(36), Erd-%Dam(36)
Level 22: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def(37), ShlWal-Def/EndRdx/Rchg(37), ShlWal-ResDam/Re TP(37), LucoftheG-Def/Rchg+(39)
Level 24: Spirit Ward -- Prv-Absorb%(A)
Level 26: Blazing Bolt -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(40), Apc-Dam%(40), Dcm-Build%(40)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 30: Super Speed -- BlsoftheZ-ResKB(A)
Level 32: Inferno -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(43)
Level 35: Dark Embrace -- UnbGrd-ResDam/EndRdx(A), UnbGrd-EndRdx/Rchg(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-ResDam(45)
Level 38: Hot Feet -- IceMisTrmt-End/Slow(A), IceMisTrmt-Dam/Rech(46), IceMisTrmt-Dam/Slow(46), IceMisTrmt-Acc/Dam/End(46), IceMisTrmt-Acc/Dam/End/Rech(47), IceMisTrmt-+ColdDmg(47)
Level 41: Consume -- EndMod-I(A)
Level 44: Super Jump -- BlsoftheZ-ResKB(A)
Level 47: Mystic Flight -- WntGif-ResSlow(A)
Level 49: Rune of Protection -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(49), UnbGrd-Rchg/ResDam(49), UnbGrd-ResDam/EndRdx/Rchg(49)
Level 1: Defiance 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Qck-EndRdx/RunSpd(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(11), Pnc-Heal/+End(11)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
Level 49: Quick Form 
Level 30: Speed Phase 
Level 44: Double Jump 
Level 50: Vigor Core Paragon 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
------------

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12 minutes ago, FUBARczar said:

This isn't damage light, and one could easily swap Vigor for Musculature and go Assault Hybrid.  

 

So if you want a little more damage and not worry about defense like a real Joker then maybe something more like this....

 

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 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Sorcery
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Flares -- SprDfnBrr-Dmg/Rchg(A), SprDfnBrr-Acc/Dmg/Rchg(48)
Level 1: Ring of Fire -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(3), SprDfnBrr-Rchg/+Status Protect(5)
Level 2: Fire Ball -- Bmbdmt-Dam(A), Bmbdmt-Acc/Rech/End(5), Bmbdmt-Dam/Rech(7), Bmbdmt-Acc/Dam/Rech(7), Bmbdmt-Acc/Dam/Rech/End(9), Bmbdmt-+FireDmg(9)
Level 4: Fire Sword -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(13), Hct-Acc/Rchg(15), Hct-Dmg/EndRdx(15), Hct-Dam%(17), TchofDth-Dam%(17)
Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(19), Rct-ResDam%(19), Krm-ResKB(21)
Level 8: Boxing -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(21)
Level 10: Fire Sword Circle -- Arm-Dmg(A), Arm-Acc/Dmg/Rchg(23), Arm-Acc/Rchg(23), Arm-Dmg/EndRdx(25), Arm-Dam%(25), FuroftheG-ResDeb%(27)
Level 12: Aim -- RechRdx-I(A)
Level 14: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(27), UnbGrd-ResDam/EndRdx/Rchg(29), UnbGrd-EndRdx/Rchg(29), StdPrt-ResDam/Def+(31), GldArm-3defTpProc(31)
Level 16: Build Up -- GssSynFr--Build%(A)
Level 18: Blaze -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(31), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(33), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(33), SprBlsWrt-Rchg/Dmg%(34)
Level 20: Cauterizing Aura -- Prv-Heal(A), Prv-Heal/EndRdx(34), Erd-Dmg/Rchg(34), Erd-Dmg(36), Erd-Acc/Dmg/Rchg(36), Erd-%Dam(36)
Level 22: Weave -- ShlWal-Def/EndRdx(A), ShlWal-Def(37), ShlWal-Def/EndRdx/Rchg(37), ShlWal-ResDam/Re TP(37), LucoftheG-Def/Rchg+(39)
Level 24: Spirit Ward -- Prv-Absorb%(A)
Level 26: Blazing Bolt -- Apc-Dmg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(40), Apc-Dam%(40), Dcm-Build%(40)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(42)
Level 30: Super Speed -- BlsoftheZ-ResKB(A)
Level 32: Inferno -- Obl-Dmg(A), Obl-Acc/Rchg(42), Obl-Dmg/Rchg(42), Obl-Acc/Dmg/Rchg(43), Obl-Acc/Dmg/EndRdx/Rchg(43), Obl-%Dam(43)
Level 35: Dark Embrace -- UnbGrd-ResDam/EndRdx(A), UnbGrd-EndRdx/Rchg(45), UnbGrd-ResDam/EndRdx/Rchg(45), UnbGrd-ResDam(45)
Level 38: Hot Feet -- IceMisTrmt-End/Slow(A), IceMisTrmt-Dam/Rech(46), IceMisTrmt-Dam/Slow(46), IceMisTrmt-Acc/Dam/End(46), IceMisTrmt-Acc/Dam/End/Rech(47), IceMisTrmt-+ColdDmg(47)
Level 41: Consume -- EndMod-I(A)
Level 44: Super Jump -- BlsoftheZ-ResKB(A)
Level 47: Mystic Flight -- WntGif-ResSlow(A)
Level 49: Rune of Protection -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(49), UnbGrd-Rchg/ResDam(49), UnbGrd-ResDam/EndRdx/Rchg(49)
Level 1: Defiance 
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Qck-EndRdx/RunSpd(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(11), Pnc-Heal/+End(11)
Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(13)
Level 49: Quick Form 
Level 30: Speed Phase 
Level 44: Double Jump 
Level 50: Vigor Core Paragon 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
------------


Oh, I wasn't commenting on your build. I was just expressing my thoughts on Blasters + HM and why you don't necessarily have to go with tough(er) builds.

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I took my Fire/Elec as is (40% s/l def 45% Range Def and no notable S/L resistance, no melee core, no rune of prot) to hardmode Aeon and ITF and it does just fine, I even stood next to stuff and punched them in the face. You'll probably die a few or a lot on your first tries but as soon as you learn the mechanics (bricknauts boom, Nictus posession, Rom void judgement, etc...) you can avoid those completely avoidable sources of death if you pay attention.

 

As I noted in another post, most often people die on those TFs because of the following:

 

1 - Not moving/poor positioning/getting stuck in animation (learn to joust people!)

2 - Lack of awareness

3 - Stubborness (scrapperlock or whatever you want to call it, especially stupid when one dies and resurrects and for whatever reason believes the power of Thor has been bestowed upon him and decides to single-handedly take revenge against the 6 EBs that swatted them)

4 - Poor priorities. A lot of people still tab - closest target and call it a day. And support that doesn't buff Rezzed teammates.

5 - Getting separated from the team. Like the blaster that thinks backing away from the lone EB chasing it and distancing himself farther and farther away from the team, while continuing to shoot the said EB is a good idea.

 

This list is no different than how people die on normal content. It's just more pronounced for HM.

 

Start with how you play and not the build. Playstyle and understanding game mechanics > build.

 

But the build has some impact on your performance too. some observations from dying a few times with my Fire/Elec on these runs.

 

Sustain auras that aggro can be bad for your health, especially after you rez. You are at your most vulnerable after you rez and a sustain aura that aggros is just inviting death. Also not too great if you are speeding because you can't wait 5 seconds for it to suppress and it'll invite extra pokes as you speed by mobs..

 

Flying, at least for ITF is OP. You can avoid a lot of things with fly.

 

About the only thing that is highly recommended from a loadout perspective is T4 barrier. Strategic cycling of that among you and your teammates is how you power through stuff like the vanguard encounter in Aeon. I also recommend T4 void judgement, the -dmg it does helps you and the team.

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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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8 hours ago, Nemu said:

I took my Fire/Elec as is (40% s/l def 45% Range Def and no notable S/L resistance, no melee core, no rune of prot) to hardmode Aeon and ITF and it does just fine, I even stood next to stuff and punched them in the face. You'll probably die a few or a lot on your first tries but as soon as you learn the mechanics (bricknauts boom, Nictus posession, Rom void judgement, etc...) you can avoid those completely avoidable sources of death if you pay attention.

 

As I noted in another post, most often people die on those TFs because of the following:

 

1 - Not moving/poor positioning/getting stuck in animation (learn to joust people!)

2 - Lack of awareness

3 - Stubborness (scrapperlock or whatever you want to call it, especially stupid when one dies and resurrects and for whatever reason believes the power of Thor has been bestowed upon him and decides to single-handedly take revenge against the 6 EBs that swatted them)

4 - Poor priorities. A lot of people still tab - closest target and call it a day. And support that doesn't buff Rezzed teammates.

5 - Getting separated from the team. Like the blaster that thinks backing away from the lone EB chasing it and distancing himself farther and farther away from the team, while continuing to shoot the said EB is a good idea.

 

This list is no different than how people die on normal content. It's just more pronounced for HM.

 

Start with how you play and not the build. Playstyle and understanding game mechanics > build.

 

But the build has some impact on your performance too. some observations from dying a few times with my Fire/Elec on these runs.

 

Sustain auras that aggro can be bad for your health, especially after you rez. You are at your most vulnerable after you rez and a sustain aura that aggros is just inviting death. Also not too great if you are speeding because you can't wait 5 seconds for it to suppress and it'll invite extra pokes as you speed by mobs..

 

Flying, at least for ITF is OP. You can avoid a lot of things with fly.

 

About the only thing that is highly recommended from a loadout perspective is T4 barrier. Strategic cycling of that among you and your teammates is how you power through stuff like the vanguard encounter in Aeon. I also recommend T4 void judgement, the -dmg it does helps you and the team.

Jousting is of limited utility.  Especially with the increased perception of say a 4* ITF.  I see players leaving the "pocket" where team heals and buffs are and they don't just miss out on those heals and buffs, but the also aggro a neighboring Mob!  They then die, and then place the rest of the team in greater jeopardy.

 

The ability to stay in the pocket helps the team with buffs/Dennis and DPS,   

Edited by FUBARczar
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That definitely can happen, especially with superspeed where you can zoom into the next mob. There are very few scenarios where I'll joust with super speed on.

 

You can also hop joust with combat jumping. That's more controlled and precise to where you want to land. It's still a great tool for when you want to inferno those 3 mobs on the towers that the tank is grouping together but doesn't have full aggro control, and you don't want to be right in the thick of it for your animation.

 

Definitely agreed on separation from the team, that can start off cascading deaths. But jousting still has it's place when used correctly/wisely.

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On 9/16/2022 at 5:35 PM, Falsey said:

It's funny, I actually see HM as the perfect chance to go full damage on my blasters. It's about the only scenario in this game where I know the Tank will be tanking and support characters will be supporting, giving damage dealers the opportunity to do what they do best - kill things faster.

Granted, this requires proper team coordination, and you may still die here and there. But I find it refreshing and fun. With that said, I'm not saying this is the way to go. It's just one more option for you to explore!

 

absolutely

 

people are kidding themselves if they think taking tough and weave on a blaster is going to help them survive. even invul tanks take a hammering on hard mode runs

 

focusing on the main attributes of the AT is the best approach to completing hard mode TFs

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I'm more in the camp of changing playstyle instead of builds for hard mode.  I'd recommend trying to work in Barrier and not rely on Clarion or Ageless.  But other than that, I just play more carefully and intentionally with regards to my positioning and targeting.

 

I also agree with the sentiment above that hard mode gives us blasters a chance to really lean into our role as damage dealers because others finally have a legitimate reason to focus on their roles of tank and support.

 

 

 

 

Edited by Shred Monkey
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