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AR/Energy/? - help me find a purpose?


BazookaTwo

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On live my original character was an AR/EM. I suffered through 50 levels, was universally hated for my kb and faceplanting expertise. Ive tried since homecoming to build something useful and fun with it and I always end up disappointed. 

 

Has anyone else played this combo? Got a good strategy/build/approach that makes use of what these sets have to offer?

 

In retrospect I think AR just doesn't have the juice for /EM to squeeze to make it do anything stellar. I'd love to hear ideas, so I can try respeccing into something interesting and fun to play...

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Yeah cones but mostly lethal dmg. I guess building for ranged and staying at range, with a couple melee shots to mitigate...

 

Can anyone recommend the best blaster epics and incarnates for Power Boost? AR/Energy doesn't really have alot of secondary effects to bump.

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4 hours ago, BazookaTwo said:

Yeah cones but mostly lethal dmg. I guess building for ranged and staying at range, with a couple melee shots to mitigate...

 

Can anyone recommend the best blaster epics and incarnates for Power Boost? AR/Energy doesn't really have alot of secondary effects to bump.

 

Power Boost will buff the defense value that you get from Combat Jumping, Maneuvers, and Weave. It can be just about perma, and makes for a reliable defense pad with enough recharge. The most important aspect of this is that CJ, Maneuvers, and Weave buff your entire palette of defenses, unlike other blasters that typically have glaring holes in their defenses. With power boost you can get to a nice baseline defense to all damage types and positions, easily 20% all and you can peak something specific like ranged up to 32.5% for a softcap with a single purple insp. On my Fire/EM I have 23% melee def, 35% ranged, and 25% aoe, which goes a long way with 630% regen, Charged Armor, and the occasional purple insp. Power Boost provides about 6% defense all, which is pretty snazzy if you are casting it when you are moving between mobs and such. Power Boosted Tactics is a whopping 21% tohit buff for the team with only a base slot and then of course everyone loves getting a power boosted vengeance off. Power Boost puts in a lot of work to bring up shoddy blaster values in pool powers to functional levels. 

 

Speaking of charged armor and how much I love having a good strong resist shield on a blaster, Mu Mastery is also likely one of your better choices for Assault Rifle providing access to Electrifying Fences that can lock your foes down within your Ignite patches. Electrifying Fences is one of the better aoe immobilizes blasters get access to, hampered only by its 10 ft radius. Electrifying Fences has a ton of slotting options including Annihilation -res proc, 4 dmg procs, and a chance for immob proc to snag those bosses in 1 cast. Or you can go for set bonuses with 5 posi blasts (skipping the dmg/rchg always for max proc chance, and taking an additional dmg proc in the 6th slot). 5 posi blasts with its own energy damage proc and bombardment fire dmg proc in the 6th slot helps diversify your damage profile. Posi Blasts have that juicy dmg/range IO for your cone width, which you should +5! Power Boost and Musculature Core Paragon will increase your immobilize duration. Just a few ideas. AR has a few nice things going for it. Leveraging Ignite properly should definitely be one of them, which I think Electrifying Fences does well.

 

Cones are great. Sometimes it is nice to sit back and put your cone hat on. I like to joust with cones, and I try to move my character beneficially while my cones are animating (typically with combat jumping). This may include firing a cone off while I am in a good position for damage and then using the animation time of the cone to reposition myself defensively -  kiting away, or offensively - in their face with energy punch and bone smasher queued up. Energy Punch has excellent DPA, and unless being in melee offends you or your character then it is good to try and fit in.

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Currently on fire.

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I have one with a couple of builds on it i can switch between depending on how i feel or the situation. I don't bother aiming for 45% to anything as its got enough ff+rech slotted that power boost tends to be up all the time and i can just leave it on auto which is a good thing as its easily the clickiest blaster set by a mile with hasten-power boost-energize-boost range, before you even consider hitting build up. One runs mace and hits massive s/l defence with pb on for melee'ing the energy attacks, the other runs munitions when i just want to hop around the mob and is extremely squishy and best used on teams with a decent tank. I took a lot of the slotting for both from some of @Nemubuilds and then fiddled with them to fit the way i like to play.

 

Rifle/Nrg/Mace. Turn on PB and you'll get defence numbers. Total focus/bone smasher/energy punch sets can be moved about, TF is basically being used as a mule and can be swapped out for slug/bean bag/ignite.

 

 

Munitions build only hits about 40% ranged with PB on but runs a t4 barrier to carry it through.

 

 

Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

AS NRG MUNI  PAGE 5: Level 49 Magic Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Energy Manipulation
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Munitions Mastery

Hero Profile:
------------
Level 1:    Burst    
 (A) Thunderstrike - Accuracy/Damage
 (40) Thunderstrike - Damage/Endurance
 (42) Thunderstrike - Accuracy/Damage/Endurance
 (42) Touch of Lady Grey - Chance for Negative Damage
 (42) Achilles' Heel - Chance for Res Debuff
 (43) Gladiator's Javelin - Chance of Damage(Toxic)


Level 1:    Power Thrust    
 (A) Superior Defiant Barrage - Accuracy/Damage/Endurance
 (43) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
 (43) Superior Defiant Barrage - Damage/RechargeTime
 (46) Superior Defiant Barrage - Accuracy/Damage
 (47) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
 (47) Superior Defiant Barrage - RechargeTime/+Status


Level 2:    Buckshot    
 (A) Artillery - Accuracy/Damage
 (5) Artillery - Damage/Endurance
 (36) Artillery - Accuracy/Damage/Recharge
 (37) Force Feedback - Chance for +Recharge
 (37) Sudden Acceleration - Knockback to Knockdown
 (37) Positron's Blast - Chance of Damage(Energy)


Level 4:    Kick    
 (A) Empty


Level 6:    M30 Grenade    
 (A) Artillery - Accuracy/Damage
 (7) Artillery - Damage/Endurance
 (7) Artillery - Accuracy/Damage/Recharge
 (9) Force Feedback - Chance for +Recharge
 (9) Sudden Acceleration - Knockback to Knockdown
 (11) Positron's Blast - Chance of Damage(Energy)


Level 8:    Build Up    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
 (34) Recharge Reduction IO


Level 10:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (11) Kismet - Accuracy +6%


Level 12:    Sniper Rifle    
 (A) Sting of the Manticore - Chance of Damage(Toxic)
 (13) Sting of the Manticore - Damage/Endurance/Recharge
 (13) Sting of the Manticore - Accuracy/Damage
 (15) Sting of the Manticore - Damage/Endurance
 (15) Sting of the Manticore - Accuracy/Interrupt/Range
 (34) Force Feedback - Chance for +Recharge


Level 14:    Tough    
 (A) Unbreakable Guard - +Max HP
 (36) Unbreakable Guard - Resistance
 (48) Unbreakable Guard - Resistance/Endurance


Level 16:    Energize    
 (A) Numina's Convalesence - +Regeneration/+Recovery
 (17) Numina's Convalesence - Heal
 (17) Numina's Convalesence - Heal/Endurance/Recharge
 (33) Numina's Convalesence - Heal/Recharge
 (33) Numina's Convalesence - Endurance/Recharge
 (34) Numina's Convalesence - Heal/Endurance


Level 18:    Flamethrower    
 (A) Superior Frozen Blast - Accuracy/Damage
 (19) Superior Frozen Blast - Accuracy/Damage/Recharge
 (19) Positron's Blast - Chance of Damage(Energy)
 (25) Positron's Blast - Damage/Range
 (31) Annihilation - Chance for Res Debuff
 (33) Bombardment - Chance for Fire Damage


Level 20:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (21) Shield Wall - +Res (Teleportation), +5% Res (All)
 (21) Shield Wall - Defense
 (23) Shield Wall - Defense/Endurance


Level 22:    Hasten    
 (A) Recharge Reduction IO
 (23) Recharge Reduction IO


Level 24:    Power Boost    
 (A) Recharge Reduction IO
 (25) Recharge Reduction IO


Level 26:    Full Auto    
 (A) Superior Blaster's Wrath - Recharge/Chance for Fire Damage
 (27) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
 (27) Superior Blaster's Wrath - Accuracy/Damage
 (29) Superior Blaster's Wrath - Damage/Recharge
 (31) Superior Blaster's Wrath - Accuracy/Damage/Recharge
 (31) Superior Blaster's Wrath - Accuracy/Damage/Endurance


Level 28:    Super Speed    
 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
 (29) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 30:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (47) Reactive Defenses - Scaling Resist Damage
 (48) Reactive Defenses - Defense
 (48) Reactive Defenses - Defense/Endurance


Level 32:    Assault    
 (A) Endurance Reduction IO


Level 35:    Body Armor    
 (A) Gladiator's Armor - TP Protection +3% Def (All)
 (36) Steadfast Protection - Resistance/+Def 3%


Level 38:    Cryo Freeze Ray    
 (A) Gladiator's Javelin - Chance of Damage(Toxic)
 (39) Gladiator's Javelin - Accuracy/Damage
 (39) Unbreakable Constraint - Chance for Smashing Damage
 (39) Ghost Widow's Embrace - Chance of Damage(Psionic)
 (40) Apocalypse - Chance of Damage(Negative)
 (40) Apocalypse - Damage/Recharge/Accuracy


Level 41:    Tactics    
Hamidon Origin:Cytoskeleton Exposure


Level 44:    LRM Rocket    
 (A) Ragnarok - Damage/Endurance
 (45) Ragnarok - Damage/Recharge/Accuracy
 (45) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
 (45) Positron's Blast - Chance of Damage(Energy)
 (46) Bombardment - Chance for Fire Damage
 (46) Force Feedback - Chance for +Recharge


Level 47:    Super Jump    
 (A) Winter's Gift - Slow Resistance (20%)


Level 49:    Vengeance    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed


Level 1:    Defiance    
Level 1:    Brawl    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 1:    Swift    
 (A) Empty


Level 1:    Hurdle    
 (A) Empty


Level 1:    Health    
 (A) Panacea - +Hit Points/Endurance
 (3) Miracle - +Recovery
 (3) Preventive Medicine - Chance for +Absorb


Level 1:    Stamina    
 (A) Performance Shifter - Chance for +End
 (5) Performance Shifter - EndMod


Level 49:    Quick Form    
Level 28:    Speed Phase    
Level 47:    Double Jump    
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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Spoiler

This Hero build was built using Mids Reborn 3.4.7
https://github.com/LoadedCamel/MidsReborn

AS NRG MACE: Level 49 Science Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery

Hero Profile:
------------
Level 1:    Burst    
 (A) Touch of Lady Grey - Chance for Negative Damage
 (3) Apocalypse - Chance of Damage(Negative)
 (3) Apocalypse - Damage/Endurance
 (5) Apocalypse - Recharge/Accuracy
 (5) Apocalypse - Damage/Recharge/Accuracy
 (7) Apocalypse - Damage


Level 1:    Energy Punch    
 (A) Superior Blistering Cold - Damage/Endurance
 (15) Superior Blistering Cold - Accuracy/Damage/Endurance
 (17) Superior Blistering Cold - Accuracy/Damage/Recharge
 (17) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
 (19) Superior Blistering Cold - Recharge/Chance for Hold
 (19) Touch of Death - Chance of Damage(Negative)


Level 2:    Buckshot    
 (A) Superior Frozen Blast - Accuracy/Damage
 (11) Superior Frozen Blast - Damage/Endurance
 (11) Bombardment - Damage
 (13) Bombardment - Chance for Fire Damage
 (13) Force Feedback - Chance for +Recharge
 (15) Sudden Acceleration - Knockback to Knockdown


Level 4:    Hasten    
 (A) Recharge Reduction IO
 (42) Recharge Reduction IO


Level 6:    M30 Grenade    
 (A) Force Feedback - Chance for +Recharge
 (21) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown
 (21) Overwhelming Force - Accuracy/Damage
 (23) Overwhelming Force - Accuracy/Damage/Endurance
 (23) Bombardment - Damage
 (25) Bombardment - Chance for Fire Damage


Level 8:    Maneuvers    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (25) Reactive Defenses - Scaling Resist Damage
 (27) Reactive Defenses - Defense
 (27) Reactive Defenses - Defense/Endurance


Level 10:    Build Up    
 (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
 (29) Recharge Reduction IO


Level 12:    Sniper Rifle    
 (A) Sting of the Manticore - Chance of Damage(Toxic)
 (29) Sting of the Manticore - Damage/Endurance/Recharge
 (31) Sting of the Manticore - Accuracy/Damage
 (31) Sting of the Manticore - Damage/Endurance
 (31) Sting of the Manticore - Accuracy/Interrupt/Range


Level 14:    Bone Smasher    
 (A) Hecatomb - Chance of Damage(Negative)
 (33) Hecatomb - Damage/Endurance
 (33) Hecatomb - Recharge/Accuracy
 (33) Hecatomb - Damage/Recharge/Accuracy
 (34) Hecatomb - Damage


Level 16:    Energize    
 (A) Preventive Medicine - Chance for +Absorb
 (34) Preventive Medicine - Heal/RechargeTime/Endurance
 (34) Preventive Medicine - Heal/RechargeTime
 (36) Preventive Medicine - Endurance/RechargeTime
 (36) Preventive Medicine - Heal/Endurance
 (36) Preventive Medicine - Heal


Level 18:    Flamethrower    
 (A) Bombardment - Chance for Fire Damage
 (37) Bombardment - Accuracy/Damage/Recharge/Endurance
 (37) Bombardment - Damage
 (37) Bombardment - Accuracy/Recharge/Endurance
 (39) Bombardment - Accuracy/Damage/Recharge


Level 20:    Kick    
 (A) Empty


Level 22:    Tough    
 (A) Gladiator's Armor - TP Protection +3% Def (All)
 (39) Steadfast Protection - Resistance/+Def 3%
 (39) Aegis - Psionic/Status Resistance
 (40) Unbreakable Guard - +Max HP
 (40) Unbreakable Guard - Resistance/Endurance


Level 24:    Weave    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (40) Shield Wall - +Res (Teleportation), +5% Res (All)
 (42) Shield Wall - Defense
 (42) Shield Wall - Defense/Endurance


Level 26:    Super Jump    
 (A) Winter's Gift - Slow Resistance (20%)


Level 28:    Power Boost    
 (A) Recharge Reduction IO
 (43) Recharge Reduction IO


Level 30:    Super Speed    
 (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
 (43) Blessing of the Zephyr - Knockback Reduction (4 points)


Level 32:    Full Auto    
 (A) Superior Blaster's Wrath - Recharge/Chance for Fire Damage
 (43) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
 (45) Superior Blaster's Wrath - Damage/Recharge
 (45) Superior Blaster's Wrath - Accuracy/Damage
 (45) Superior Blaster's Wrath - Accuracy/Damage/Recharge
 (46) Superior Blaster's Wrath - Accuracy/Damage/Endurance


Level 35:    Scorpion Shield    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (46) Luck of the Gambler - Defense
 (46) Luck of the Gambler - Defense/Endurance


Level 38:    Combat Jumping    
 (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
 (47) Kismet - Accuracy +6%


Level 41:    Assault    
 (A) Endurance Reduction IO


Level 44:    Total Focus    
 (A) Superior Defiant Barrage - Accuracy/Damage/Endurance
 (47) Superior Defiant Barrage - Accuracy/Damage/RechargeTime
 (47) Superior Defiant Barrage - Damage/RechargeTime
 (48) Superior Defiant Barrage - Accuracy/Damage
 (48) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime
 (48) Superior Defiant Barrage - RechargeTime/+Status


Level 47:    Tactics    
Hamidon Origin:Cytoskeleton Exposure


Level 49:    Boost Range    
 (A) Recharge Reduction IO


Level 1:    Defiance    
Level 1:    Brawl    
 (A) Empty


Level 1:    Sprint    
 (A) Empty


Level 2:    Rest    
 (A) Empty


Level 1:    Swift    
 (A) Empty


Level 1:    Hurdle    
 (A) Empty


Level 1:    Health    
 (A) Panacea - +Hit Points/Endurance
 (7) Miracle - +Recovery
 (9) Numina's Convalesence - +Regeneration/+Recovery


Level 1:    Stamina    
 (A) Performance Shifter - Chance for +End
 (9) Performance Shifter - EndMod


Level 49:    Quick Form    
Level 30:    Speed Phase    
Level 26:    Double Jump    
------------

| Copy & Paste this data into Mids Reborn : Hero Designer to view the build |
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5 hours ago, DreadShinobi said:

 

Power Boost will buff the defense value that you get from Combat Jumping, Maneuvers, and Weave. It can be just about perma, and makes for a reliable defense pad with enough recharge. The most important aspect of this is that CJ, Maneuvers, and Weave buff your entire palette of defenses, unlike other blasters that typically have glaring holes in their defenses. With power boost you can get to a nice baseline defense to all damage types and positions, easily 20% all and you can peak something specific like ranged up to 32.5% for a softcap with a single purple insp. On my Fire/EM I have 23% melee def, 35% ranged, and 25% aoe, which goes a long way with 630% regen, Charged Armor, and the occasional purple insp. Power Boost provides about 6% defense all, which is pretty snazzy if you are casting it when you are moving between mobs and such. Power Boosted Tactics is a whopping 21% tohit buff for the team with only a base slot and then of course everyone loves getting a power boosted vengeance off. Power Boost puts in a lot of work to bring up shoddy blaster values in pool powers to functional levels. 

 

I hadn't even thought of this angle! Thanks so much. I think I can shoot for 32.5% ranged def, and alternate Power Boost with Barrier to keep things super duty tough for a fair bit of the time. 

 

I'm definitely opening up the cone ranges as much as possible, and adding as much overall range as I can. 

 

On live, sniper + boost range was ridiculous. Sad they nerfed that

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If your concept requires a rifle go beam rifle. They are the flat out best Single Target damage in the game     Always welcome on teams hitting hard targets.   I pair mine with temporal but energy would work as well.  
 

If you want to clean rooms Fire primary.  If its dead it cannot hit you

 

Personally i am now on a Dark Temporal.  Lot of utility.  Dark Temp Soul has three ST holds.   Its amazing the things that will stop and dpin in the air.  Great for neutralizing things like paragon prot before the mog.  

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4 minutes ago, Snarky said:

If your concept requires a rifle go beam rifle. They are the flat out best Single Target damage in the game     Always welcome on teams hitting hard targets.   I pair mine with temporal but energy would work as well.  
 

If you want to clean rooms Fire primary.  If its dead it cannot hit you

 

Personally i am now on a Dark Temporal.  Lot of utility.  Dark Temp Soul has three ST holds.   Its amazing the things that will stop and dpin in the air.  Great for neutralizing things like paragon prot before the mog.  

 

AR/Energy is what my build was on live, so that's the goal for this character. 
If my faith in /EM is restored after that, I might roll a beamer
 

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I noticed I skipped a travel power, and redid this to include super speed. Built it out on test servers and whoo boy does it crank out the far away damage! 

 

Now I just need to finish the build on live which will take a while. Time to farm those WWD arcs. 

 

Thanks everyone for the input!

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