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Posted

I want to make a blaster that stays out of melee range and contributes to the team by taking bad guys out from a distance. Any ideas in his to beat go about this? I was thinking Beam Rifle/Energy, but I'm open to ideas.

Posted

Devices, tactical arrow are a given. Then energy, ice and martial. Ice mostly for using shiver to kite and martial for the combat teleport that can trigger the buildup without hitting anything and the T1 that sends anything close flying away

Posted

There are seven blaster primaries with ranged T9s (Archery, Assault Rifle, Beam, Electric, Ice, Seismic and Water). Six of these have no PBAoE powers at all (Electric has Short Circuit). Combine one of these with Tactical Arrow, which has no melee powers. Voila, you have a fully ranged blaster! 

 

While /Energy Manipulation has Boost Range and Power Boost, five of the remaining powers are melee. You would end up skipping more than half the secondary.

  • Thumbs Up 2
Posted

I love temporal. You can use the melee powers as set mules, and keep one at hand because at some point, you will have some baddy (or goodie) punching your face

Posted

Seismic is all ranged.  It also does two AoE knockdowns (boosted Rock Shards and Upthrust) so you can not only stay at range, you can keep groups of enemies knocked down as well.  The downside is you need to stay on the ground to get all the seismic bonuses and even use some attacks, so hover blasting is not an option.   Personally, I enjoy moving around/kiting from the ground and lining up my AoE hits for max effect so it fits my playstyle very well.  It's a great option for both solo and teaming.

 

 

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Active on Excelsior:

Prismatic Monkey - Seismic / Martial Blaster, Shadow Dragon Monkey - Staff / Dark Brute, Murder Robot Monkey - Arachnos Night Widow

 

Posted (edited)

If you want pure range then you want any primary that has most of its good powers as ranged and tactical arrow. 

 

I main Beam/TA and not only does Beam have a 3 button rotation but TA has all utility picks.  One of them, Glue arrow, is very good and helps keep enemies at range.  So if you're looking for the best ranged blaster then Beam/TA is one of the combos that is your best bet.  There's also ice but you will have to figure out how to set Oil Slick Arrow on fire.  Water can be a decent pick but your single target damage will be lacking.  I guess there's Assault Rifle but... It's assault rifle. So I wouldn't recommend it.

 

As mentioned you can make Devices, Energy and Temporal work.

Edited by TurboRaptor
  • Like 1
Posted

I did this as a hover blaster using beam/energy. It works great with boost range your hitting things at like max render range. I did keep the heavy hitting energy melee attacks to deal with fliers that close range (if they live that long).

Posted
1 hour ago, TurboRaptor said:

There's also ice but you will have to figure out how to set Oil Slick Arrow on fire.

Electrified Net Arrow (T1 in Tactical Arrow) will ignite the Oil Slick. 

Posted
1 hour ago, Uun said:

Electrified Net Arrow (T1 in Tactical Arrow) will ignite the Oil Slick. 

You could.  Or become a true galaxybrain and take Bonfire.  Mobs can't get to you if they're juggled around.  

Posted

Here is my fully Ranged Elec "Tricksy" Tank

This Hero build was built using Mids Reborn 3.4.6
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Blanker: Level 50 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Temporal Manipulation
Power Pool: Concealment
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Lightning Bolt

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

Level 1: Time Wall

  • (A) Trap of the Hunter - Accuracy/Recharge
  • (7) Trap of the Hunter - Endurance/Immobilize
  • (9) Trap of the Hunter - Accuracy/Endurance
  • (9) Trap of the Hunter - Accuracy/Immobilize/Recharge
  • (11) Trap of the Hunter - Chance of Damage(Lethal)
  • (11) Trap of the Hunter - Immobilize/Accuracy

Level 2: Ball Lightning

  • (A) Artillery - Accuracy/Damage
  • (13) Artillery - Damage/Endurance
  • (15) Artillery - Damage/Recharge
  • (15) Artillery - Accuracy/Damage/Recharge
  • (17) Artillery - Accuracy/Recharge/Range
  • (17) Artillery - Endurance/Recharge/Range

Level 4: Stealth

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (19) Luck of the Gambler - Defense
  • (19) Shield Wall - +Res (Teleportation), +5% Res (All)

Level 6: Charged Bolts

  • (A) Superior Defiant Barrage - Accuracy/Damage
  • (21) Superior Defiant Barrage - Damage/RechargeTime
  • (21) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
  • (23) Superior Defiant Barrage - Accuracy/Damage/Endurance
  • (23) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
  • (25) Superior Defiant Barrage - RechargeTime/+Status

Level 8: Charge Up

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

Level 10: Chronos

  • (A) Recharge Reduction IO
  • (31) Recharge Reduction IO

Level 12: Zapp

  • (A) Executioner's Contract - Accuracy/Damage
  • (31) Executioner's Contract - Damage/Endurance
  • (31) Executioner's Contract - Damage/Interrupt
  • (33) Executioner's Contract - Damage/Range
  • (33) Executioner's Contract - Damage/Recharge
  • (33) Executioner's Contract - Disorient Bonus

Level 14: Fly

  • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (34) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range

Level 16: Grant Invisibility

  • (A) Reactive Defenses - Scaling Resist Damage

Level 18: Phase Shift

  • (A) Recharge Reduction IO

Level 20: Temporal Healing

  • (A) Preventive Medicine - Chance for +Absorb
  • (34) Preventive Medicine - Heal
  • (34) Performance Shifter - Chance for +End
  • (36) Performance Shifter - EndMod
  • (36) Endurance Modification IO

Level 22: Time Stop

  • (A) Lockdown - Accuracy/Hold
  • (36) Lockdown - Accuracy/Recharge
  • (37) Lockdown - Recharge/Hold
  • (37) Lockdown - Endurance/Recharge/Hold
  • (37) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (39) Lockdown - Chance for +2 Mag Hold

Level 24: Kick

  • (A) Force Feedback - Chance for +Recharge

Level 26: Tough

  • (A) Reactive Armor - Resistance/Endurance
  • (39) Reactive Armor - Resistance/Recharge
  • (40) Reactive Armor - Resistance

Level 28: Weave

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (40) Luck of the Gambler - Defense/Endurance
  • (40) Luck of the Gambler - Defense/Recharge
  • (42) Luck of the Gambler - Defense/Endurance/Recharge
  • (42) Luck of the Gambler - Defense
  • (42) Kismet - Accuracy +6%

Level 30: Hasten

  • (A) Recharge Reduction IO
  • (43) Recharge Reduction IO

Level 32: Thunderous Blast

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

Level 35: Personal Force Field

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

Level 38: Time Lord

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

Level 41: Repulsion Bomb

  • (A) Bombardment - Damage
  • (46) Bombardment - Damage/Recharge
  • (46) Bombardment - Accuracy/Damage/Recharge
  • (48) Bombardment - Accuracy/Damage/Recharge/Endurance
  • (48) Bombardment - Chance for Fire Damage
  • (48) Sudden Acceleration - Knockback to Knockdown

Level 44: Temp Invulnerability

  • (A) Reactive Armor - Resistance/Endurance
  • (50) Reactive Armor - Resistance/Recharge
  • (50) Reactive Armor - Resistance

Level 47: Time Shift

  • (A) Impeded Swiftness - Accuracy/Slow
  • (50) Impeded Swiftness - Chance of Damage(Smashing)

Level 49: Force of Nature

  • (A) Gladiator's Armor - TP Protection +3% Def (All)

Level 1: Defiance 


Level 1: Brawl

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Posted

Here is the Blaster I bring to organized Incarnate Badge runs.  

 

This Hero build was built using Mids Reborn 3.4.6
https://github.com/LoadedCamel/MidsReborn

Click this DataLink to open the build!

Crackle: Level 50 Technology Blaster
Primary Power Set: Beam Rifle
Secondary Power Set: Temporal Manipulation
Power Pool: Flight
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leadership
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Charged Shot

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

Level 1: Time Wall

  • (A) Gravitational Anchor - Chance for Hold

Level 2: Cutting Beam

  • (A) Artillery - Accuracy/Damage
  • (9) Artillery - Damage/Endurance
  • (11) Artillery - Damage/Recharge
  • (11) Artillery - Accuracy/Damage/Recharge
  • (13) Artillery - Accuracy/Recharge/Range
  • (13) Artillery - Endurance/Recharge/Range

Level 4: Single Shot

  • (A) Thunderstrike - Accuracy/Damage
  • (15) Thunderstrike - Damage/Endurance
  • (15) Thunderstrike - Damage/Recharge
  • (17) Thunderstrike - Accuracy/Damage/Recharge
  • (17) Thunderstrike - Accuracy/Damage/Endurance
  • (19) Thunderstrike - Damage/Endurance/Recharge

Level 6: Disintegrate

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

Level 8: Aim

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

Level 10: Chronos

  • (A) Recharge Reduction IO
  • (29) Recharge Reduction IO

Level 12: Lancer Shot

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

Level 14: Fly

  • (A) Winter's Gift - Slow Resistance (20%)

Level 16: Hasten

  • (A) Recharge Reduction IO
  • (33) Recharge Reduction IO

Level 18: Penetrating Ray

  • (A) Superior Defiant Barrage - Accuracy/Damage
  • (34) Superior Defiant Barrage - Damage/RechargeTime
  • (34) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
  • (34) Superior Defiant Barrage - Accuracy/Damage/Endurance
  • (36) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
  • (36) Superior Defiant Barrage - RechargeTime/+Status

Level 20: Temporal Healing

  • (A) Performance Shifter - Chance for +End
  • (36) Performance Shifter - EndMod
  • (37) Endurance Modification IO
  • (37) Numina's Convalesence - +Regeneration/+Recovery
  • (37) Numina's Convalesence - Heal
  • (39) Healing IO

Level 22: Stealth

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

Level 24: Time Stop

  • (A) Superior Entomb - Accuracy/Hold
  • (39) Superior Entomb - Hold/Recharge
  • (39) Superior Entomb - Endurance/Recharge
  • (40) Superior Entomb - Accuracy/Hold/Endurance
  • (40) Superior Entomb - Accuracy/Hold/Endurance/Recharge
  • (40) Superior Entomb - Recharge/Chance for +Absorb

Level 26: Piercing Beam

  • (A) Artillery - Accuracy/Damage
  • (42) Artillery - Damage/Endurance
  • (42) Artillery - Damage/Recharge
  • (42) Artillery - Accuracy/Damage/Recharge
  • (43) Artillery - Accuracy/Recharge/Range
  • (43) Artillery - Endurance/Recharge/Range

Level 28: Maneuvers

  • (A) Kismet - Accuracy +6%

Level 30: Tactics

  • (A) Rectified Reticle - Increased Perception

Level 32: Overcharge

  • (A) Superior Blaster's Wrath - Accuracy/Damage
  • (43) Superior Blaster's Wrath - Damage/Recharge
  • (45) Superior Blaster's Wrath - Accuracy/Damage/Recharge
  • (45) Superior Blaster's Wrath - Accuracy/Damage/Endurance
  • (45) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
  • (46) Superior Blaster's Wrath - Recharge/Chance for Fire Damage

Level 35: Body Armor

  • (A) Gladiator's Armor - TP Protection +3% Def (All)

Level 38: Time Lord

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

Level 41: Surveillance

  • (A) Endurance Reduction IO

Level 44: Cryo Freeze Ray

  • (A) Lockdown - Accuracy/Hold
  • (46) Lockdown - Accuracy/Recharge
  • (46) Lockdown - Recharge/Hold
  • (48) Lockdown - Endurance/Recharge/Hold
  • (48) Lockdown - Accuracy/Endurance/Recharge/Hold
  • (48) Lockdown - Chance for +2 Mag Hold

Level 47: Time Shift

  • (A) Absolute Amazement - Stun
  • (50) Absolute Amazement - Stun/Recharge
  • (50) Absolute Amazement - Stun/Recharge/Accuracy
  • (50) Absolute Amazement - Chance for ToHit Debuff

Level 49: Assault

  • (A) Endurance Reduction

Level 1: Defiance 


Level 1: Brawl

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Posted

Short Circuit and Power Sink together on an Elec/Elec (especially if you put the Energy Manipulator Stun proc in Short Circuit) make short work of anything that gets into melee range.  of course if you have Power Sink, you also have several elec melee attacks along with immobs and a melee hold (Shocking Grasp), all good for finishing off those mobs who decided to make it personal.   

 

Namesake is an Elec/elec blapper build, and while there's hardly any 'armor' to speak of, if you can survive past the alpha OR immob/hold anything dangerous, no mob is safe, from snipe range to up close.   That and End Drain is a perfectly viable strategy for damage mitigation.  😉

  • Like 1

AE ARC's (So Far!)

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

15252 Child of the Tsoo - [SFMA] Ninjas, sorcerers, and human trafficking (Origin Story - Stick Figure/Storm Lotus)

50769 Hunt of the Eclipse - [SFMA] Finding something that was lost to Arachnos for nearly 20 years (Origin Story - Daisy Chain)

53149 Spells as a Service - [SFMA] When a young hacker makes a connection between magic and mathematics and encodes it into a computer program, chaos breaks loose!

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