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Water Blast / Atomic Manipulation; My Build, My Thoughts


tidge

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This past week I got my "Play (99%) Blueside Content at Appropriate Level" (so, lots of solo, long stretches of no XP) character to level 50, and did the obligatory respec, my (non Incarnate) level 50 build is below. Some comments:

 

Water Blast offers a FUN character, but not a particularly top-tier one. I think the lack of a Snipe really hurts this set. I used Water Jet while leveling, but I was extremely disappointed with its damage (for a T7). I ended up wanting to add Tidal Forces (juggling it with Ionize, especially to get the disorient on Geyser), so Water Jet was what ended up being cut. My general feeling is that Water Blast is a pretty mediocre single-target set with standard AoE options(*1). It has many fun animations. I came to see the only positive aspect of Water Jet to be that it was the fastest animation I used in the set.

 

Atomic Manipulation really grew on me, especially once I was able to trigger Gamma Rays. I didn't opt for the Immobilize or Holds (all hail page 5!).  As the mediocre performance of the Water Blast primary was revealing itself, I found myself relying on the secondary attacks more-and-more. I LOVE that Beta Decay interrupts enemies that spawn pets, and that Positronic Fist/Negatron Slam contain soft (but often low magnitude) controls. Atom Smasher was on the respec chopping block, but I found that it was a crucial attack to use when getting swarmed (or Blinded!)

 

Flame Mastery was chosen pretty much for Rise of the Phoenix (and Fire Shield), because this character is living the Blapper life.

 

Infiltration as a travel power: This was chosen for a variety of reasons. Mainly: as I was doing "all the content" I didn't really need to fight enemies for XP, so I stealthed many missions. I got used to the relative door-to-door speed. This build has some choices to improve travel speeds that I don't expect others to employ. Infiltration is an awesome place to slot certain pieces of course.

 

(*1) I skipped Hasten, even though it could pretty trivially be made perma on this build. It would help a little with some of the longer recharge powers, but I can't convince myself that slightly faster recharge times on those powers would really make a difference in my experience. If I wanted Hasten, I'd replace Tidal Forces with it at level 18.

 

The power order is pretty much as it was leveling up, with the exception being Water Jet was in place of Tidal Forces. I had slots moved around for typical leveling, such as the Kismet +ToHit piece in Infiltration. I had some %procs (like Overwhelming Force: Knockdown in Steam Spray) to help while leveling.

 

Spoiler

Level 50 Blaster

Primary Power Set: Water Blast

Secondary Power Set: Atomic Manipulation

Power Pool: Concealment

Power Pool: Fighting

Power Pool: Teleportation

Power Pool: Leaping

Ancillary Pool: Flame Mastery

 

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

Level 1:                 Negatron Slam 

 (A) Superior Blaster's Wrath - Accuracy/Damage: Level 50

 (*) Superior Blaster's Wrath - Damage/Recharge: Level 50

 (*) Superior Blaster's Wrath - Accuracy/Damage/Recharge: Level 50

 (*) Superior Blaster's Wrath - Accuracy/Damage/Endurance: Level 50

 (*) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge: Level 50

 (*) Superior Blaster's Wrath - Recharge/Chance for Fire Damage: Level 50

 

Level 1:                 Hydro Blast        

 (A) Superior Defiant Barrage - Accuracy/Damage: Level 50

 (*) Superior Defiant Barrage - Damage/RechargeTime: Level 50

 (*) Superior Defiant Barrage - Accuracy/Damage/Endurance: Level 50

 (*) Superior Defiant Barrage - Accuracy/Damage/Endurance/RechargeTime: Level 50

 (*) Superior Defiant Barrage - RechargeTime/+Status: Level 50

 (*) Superior Defiant Barrage - Accuracy/Damage/RechargeTime: Level 50

 

Level 2:                 Water Burst       

 (A) Annihilation - Accuracy/Damage: Level 50

 (*) Annihilation - Damage/RechargeTime: Level 50

 (*) Annihilation - Accuracy/Damage/Endurance: Level 50

 (*) Annihilation - Accuracy/Damage/RechargeTime: Level 50

 (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime: Level 50

 (*) Annihilation - Chance for Res Debuff: Level 50

 

Level 4:                 Infiltration          

 (A) Blessing of the Zephyr – Endurance Reduction/Travel: Level 50+5

 (*) Reactive Defenses - Scaling Resist Damage: Level 50

 (*) Luck of the Gambler – Defense/Recharge Speed: Level 50

 

Level 6:                 Whirlpool           

 (A) Superior Frozen Blast - Accuracy/Damage: Level 50

 (*) Superior Frozen Blast - Damage/Endurance: Level 50

 (*) Superior Frozen Blast - Accuracy/Damage/Endurance: Level 50

 (*) Superior Frozen Blast - Accuracy/Damage/Recharge: Level 50

 (*) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime: Level 50

 (*) Superior Frozen Blast - Recharge/Chance for Immobilize: Level 50

Level 8:                 Boxing 

 (A) HamiO:Nucleolus Exposure: Level 53

 

Level 10:              Ionize   

 (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50

 (*) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 50

 (*) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50

 (*) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50

 (*) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50

 (*) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50

 

Level 12:              Dehydrate         

 (A) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50

 (*) Touch of the Nictus - Chance for Negative Energy Damage: Level 50

 (*) Touch of the Nictus - Accuracy/Healing: Level 50

 (*) Gladiator's Javelin - Accuracy/Damage: Level 50+5

 (*) Gladiator's Javelin - Damage/Recharge: Level 50

 (*) Gladiator's Javelin - Damage/Endurance/Recharge: Level 50

 

Level 14:              Combat Teleport             

 (A) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50

 

Level 16:              Beta Decay        

  1. HamiO:Enzyme Exposure: Level 53

 

Level 18:              Tidal Forces       

 (A) Adjusted Targeting - Recharge: Level 50

 (*) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50

 

Level 20:              Metabolic Acceleration

 (A) Preventive Medicine - Heal: Level 50

 (*) Preventive Medicine - Heal/Endurance: Level 50

 (*) Preventive Medicine - Endurance/RechargeTime: Level 50

 (*) Preventive Medicine - Heal/RechargeTime: Level 50

 (*) Preventive Medicine - Heal/RechargeTime/Endurance: Level 50

 (*) Preventive Medicine - Chance for +Absorb: Level 50

 

Level 22:              Steam Spray      

 (A) Annihilation - Accuracy/Damage: Level 50

 (*) Annihilation - Damage/RechargeTime: Level 50

 (*) Annihilation - Accuracy/Damage/RechargeTime: Level 50

 (*) Annihilation - Accuracy/Damage/Endurance: Level 50

 (*) Annihilation - Accuracy/Damage/Endurance/RechargeTime: Level 50

 (*) Annihilation - Chance for Res Debuff: Level 50

 

Level 24:              Atom Smasher 

 (A) Superior Avalanche - Accuracy/Damage: Level 50

 (*) Superior Avalanche - Damage/Endurance: Level 50

 (*) Superior Avalanche - Accuracy/Damage/Endurance: Level 50

 (*) Superior Avalanche - Accuracy/Damage/Recharge: Level 50

 (*) Superior Avalanche - Accuracy/Damage/Endurance/Recharge: Level 50

 (*) Superior Avalanche - Recharge/Chance for Knockdown: Level 50

 

Level 26:              Geyser

 (A) Ragnarok - Damage: Level 50+5

 (*) Ragnarok - Damage/Recharge: Level 50+5

 (*) Ragnarok - Accuracy/Damage/Recharge: Level 50+5

 (*) Ragnarok - Accuracy/Recharge: Level 50+5

 (*) Ragnarok - Damage/Endurance: Level 50+5

 

Level 28:              Tough  

 (A) Steadfast Protection - Resistance/+Def 3%: Level 30

 (*) Gladiator's Armor - TP Protection +3% Def (All): Level 50

 

Level 30:              Positronic Fist   

 (A) Hecatomb - Damage/Recharge: Level 50

 (*) Hecatomb - Accuracy/Damage/Recharge: Level 50

 (*) Hecatomb - Accuracy/Recharge: Level 50

 (*) Hecatomb - Damage/Endurance: Level 50+5

 (*) Hecatomb - Chance of Damage(Negative): Level 50

 (*) Hecatomb - Damage: Level 50+5

 

Level 32:              Weave 

 (A) Shield Wall - +Res (Teleportation), +5% Res (All): Level 50

 (*) Shield Wall - Defense/Endurance: Level 50+5

 

Level 35:              Bonfire

 (A) Overwhelming Force - Damage/Chance for Knockdown/Knockback to Knockdown: Level 50

 (*) Recharge Reduction IO: Level 50+5

 

Level 38:              Fire Shield          

 (A) Unbreakable Guard - +Max HP: Level 50

 (*) Unbreakable Guard - Resistance/Endurance: Level 50

 (*) Unbreakable Guard - Resistance: Level 50

 (*) Unbreakable Guard - Endurance/RechargeTime: Level 50

 (*) Aegis - Psionic/Status Resistance: Level 50

 

Level 41:              Combat Jumping             

 (A) Luck of the Gambler – Defense/Recharge Speed: Level 50

 

Level 44:              Rise of the Phoenix        

 (A) Power Transfer: Chance to Heal Self: Level 50

 

Level 47:              Grant Invisibility              

 (A) Luck of the Gambler – Defense/Recharge Speed: Level 50

 

Level 49:              Stealth 

 (A) Luck of the Gambler – Defense/Recharge Speed: Level 50

 

Level 1: Brawl    

 (A) Gladiator’s Strike – Accuracy/Damage: Level 50+5

 

Level 1: Defiance             

 

Level 1: Sprint   

 (A) Celerity - +Stealth: Level 50

 

Level 2: Rest      

 (A) Interrupt Reduction IO: Level 50

 

Level 4: Athletic Run      

 

Level 2: Swift     

 (A) Run Speed IO: Level 50+5

 

Level 2: Health  

 (A) Panacea - +Hit Points/Endurance: Level 50

 (*) Miracle - +Recovery: Level 40

 

Level 2: Hurdle 

 (A) Jumping IO: Level 50+5

 

Level 2: Stamina               

 (A) Performance Shifter - Chance for +End: Level 50

 (*) Performance Shifter - EndMod: Level 50

 (*) Synapse’s Shock – EndMod/Increased Run speed: Level 50

 

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

 

Some final comments for anyone trying to adapt this build for MOAR BETTER play... or put another way, here is what I'm thinking for a second build:

 

Drop Infiltration and Combat Teleport and lean into the Sorcery pool to get Rune of Protection. I am thinking Mystic Flight (for travel and quasi-BAMF) and Spirit Ward... I don't have the slots to do Arcane Bolt justice even if I think it would be better than Water Jet. I might convince myself to shuffle slots out of Metabolic Acceleration and Stamina to 5-slot Arcane Bolt.  The ranged attack chain has a bit of a gap that a well-slotted Arcane Bolt could fill.

 

The biggest issue facing this character are the enemy mezzes, which is why having RoP would be something of a game-changer. Adding RoP and a different travel power would allow me to make some other choices in slotting as well. Also, in the build above I was trying for set bonuses for Defense values.

 

Whirlpool does not need that many slots, except of course for set bonuses. Ionize is in the same category.

 

The only power I'd consider changing to %procs is the cone Steam Spray, specifically for Knockdown (via Overwhelming Force) I don't like putting non-set %procs into Blaster attacks. Giving up set bonuses in Steam Spray allows for some Range slotting, for players who want to lean into (long) range more.

 

Even with a MOAR PEW-PEW build, I'm still not sold on trying to add Hasten (or perma-Hasten) to this build, and breaking up the Preventive Medicine set bonuses would hurt... plus I need to find new mules for LotG pieces. I'd probably just keep skipping it altogether or simply not care about perma-Hasten.

 

 

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I have a Water/Atomic blaster I like to play, though I have to respec him for power choices etc.  Gamma Ray is a fun minigame.  I went big on procs and >32% S/L/R. 

Positron Cell is a nice proc-power and will create Gamma Ray with Negatron Slam. 

 

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

Click this DataLink to open the build!

Level 50 Natural Blaster
Primary Power Set: Water Blast
Secondary Power Set: Atomic Manipulation
Power Pool: Speed
Power Pool: Leaping
Power Pool: Teleportation
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Aqua Bolt

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

Level 1: Electron Shackles

  • (A) Trap of the Hunter - Immobilize/Accuracy

Level 2: Water Burst

  • (A) Positron's Blast - Accuracy/Damage
  • (9) Positron's Blast - Accuracy/Damage/Endurance
  • (9) Positron's Blast - Chance of Damage(Energy)
  • (11) Bombardment - Accuracy/Damage/Recharge
  • (11) Bombardment - Chance for Fire Damage
  • (13) Force Feedback - Chance for +Recharge

Level 4: Positron Cell

  • (A) Gladiator's Javelin - Accuracy/Damage
  • (13) Gladiator's Javelin - Chance of Damage(Toxic)
  • (15) Apocalypse - Chance of Damage(Negative)
  • (15) Unbreakable Constraint - Chance for Smashing Damage
  • (17) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (17) Gladiator's Net - Chance of Damage(Lethal)

Level 6: Whirlpool

  • (A) Bombardment - Damage
  • (19) Bombardment - Chance for Fire Damage
  • (19) Touch of Lady Grey - Chance for Negative Damage
  • (21) Positron's Blast - Chance of Damage(Energy)
  • (21) Ice Mistral's Torment - Chance for Cold Damage
  • (23) Achilles' Heel - Chance for Res Debuff

Level 8: Super Speed

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

Level 10: Ionize

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

Level 12: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (25) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (27) Kismet - Accuracy +6%

Level 14: Dehydrate

  • (A) Gladiator's Javelin - Accuracy/Damage
  • (27) Gladiator's Javelin - Chance of Damage(Toxic)
  • (29) Touch of Lady Grey - Chance for Negative Damage
  • (29) Touch of the Nictus - Chance for Negative Energy Damage
  • (31) Ice Mistral's Torment - Chance for Cold Damage
  • (31) Achilles' Heel - Chance for Res Debuff

Level 16: Tidal Forces

  • (A) Recharge Reduction IO

Level 18: Water Jet

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

Level 20: Metabolic Acceleration

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

Level 22: Beta Decay

  • (A) Achilles' Heel - Chance for Res Debuff

Level 24: Hasten

  • (A) Recharge Reduction IO
  • (37) Recharge Reduction IO

Level 26: Negatron Slam

  • (A) Superior Blistering Cold - Accuracy/Damage
  • (37) Superior Blistering Cold - Accuracy/Damage/Endurance
  • (37) Superior Blistering Cold - Accuracy/Damage/Recharge
  • (39) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime
  • (39) Superior Blistering Cold - Recharge/Chance for Hold
  • (39) Hecatomb - Chance of Damage(Negative)

Level 28: Teleport Target

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

Level 30: Combat Teleport

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

Level 32: Geyser

  • (A) Ragnarok - Damage
  • (40) Ragnarok - Damage/Recharge
  • (42) Ragnarok - Damage/Recharge/Accuracy
  • (42) Ragnarok - Recharge/Accuracy
  • (42) Ragnarok - Damage/Endurance
  • (43) Force Feedback - Chance for +Recharge

Level 35: Fold Space

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

Level 38: Scorpion Shield

  • (A) Reactive Defenses - Defense
  • (43) Reactive Defenses - Defense/Endurance
  • (45) Reactive Defenses - Endurance/RechargeTime
  • (45) Reactive Defenses - Defense/RechargeTime
  • (45) Reactive Defenses - Defense/Endurance/RechargeTime
  • (46) Reactive Defenses - Scaling Resist Damage

Level 41: Boxing

  • (A) Empty

Level 44: Radioactive Cloud

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

Level 47: Tough

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

Level 49: Weave

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

Level 1: Defiance 


Level 1: Brawl
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I like your approach. I didn't want to go %proc on this Blaster... the appeal to me would be front-loading damage on casts (such as for Whirlpool). Obviously I opted for set bonuses. If this combo was on something like a Defender/Corrupter/Controller I would absolutely be more proc-tastic.

 

I originally had the Force Feedback %+Recharge piece in Geyser. It always (90%) fired, but it was having very little effect on my attack chain. Geyser itself is too long a recharge to get much benefit from it, and while it did help the faster recharging powers (that were being used), I found that the extra oomph from it was to infrequent, so I adjusted my attack chain/play style instead. Maybe it makes a difference with Hasten in the build. Global Recharge is one of those effects I like to test by using unslotters (see also Regeneration).

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I have a water/nature corruptor and a fire/atomic blaster, so I've never played this pairing together but have played both a fair bit, so I'll share my unsolicited thoughts.

 

It appears to suffer from a rather unfortunate power choice imposition at level 2. Electron Shackles is fairly useless (I know damage got boosted on these but it's still the worst attack in the set), but Negatron Slam is a very solid attack that water benefits from having in its rotation. Hydro Blast and Aqua Bolt are an obvious either/or choice based on personal preference. Then at level 2, it's all fairly bad choices. Water Burst is TERRIBLE DPA! It got hit pretty hard with the KB/KD tax I guesss. I skipped this power on my corruptor and I don't miss it at all. She had better options to take in /nature, though. But here, it's either that, or one of 2 superfluous single target skills we've already passed up, so I would take WB, but I wouldn't give it more than 2 slots (KD procs) and I wouldn't use it in a typical AoE rotation. It's a KD/soft control utility skill, nothing more.

 

A well-timed Whirlpool and well-aimed Steam Spray offer more damage, defense debuffing and slow power. Seriously, don't sleep on Steam Spray. It's easier than you might think to hit 3-6 or more enemies with it. It's a little slow to cast, but pretty impactful if used correctly, and a great place for an Achilles Heel proc. And speaking of procs, throw a Radioactive Cloud into the AoE mix with 5 procs (4 damage 1 Lockdown +2 mag) and an ACC/RECH from Unbreakable Constraint. SUPER FUN reliable damage and cc in a 20 ft. radius.

 

I'd put your FF proc in Negatron Slam, in lieu of the Hecatomb proc. Geyser has a decently short cooldown, but I see FF go off a lot with the aforementioned slotting.

@dungeoness and @eloora on Excelsior

<Federation of United Cosmic Knights>

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On 3/20/2023 at 9:35 PM, Dungeoness said:

I have a water/nature corruptor and a fire/atomic blaster, so I've never played this pairing together but have played both a fair bit, so I'll share my unsolicited thoughts.

 

It appears to suffer from a rather unfortunate power choice imposition at level 2. Electron Shackles is fairly useless (I know damage got boosted on these but it's still the worst attack in the set), but Negatron Slam is a very solid attack that water benefits from having in its rotation. Hydro Blast and Aqua Bolt are an obvious either/or choice based on personal preference. Then at level 2, it's all fairly bad choices. Water Burst is TERRIBLE DPA! It got hit pretty hard with the KB/KD tax I guesss. I skipped this power on my corruptor and I don't miss it at all. She had better options to take in /nature, though. But here, it's either that, or one of 2 superfluous single target skills we've already passed up, so I would take WB, but I wouldn't give it more than 2 slots (KD procs) and I wouldn't use it in a typical AoE rotation. It's a KD/soft control utility skill, nothing more.

 

A well-timed Whirlpool and well-aimed Steam Spray offer more damage, defense debuffing and slow power. Seriously, don't sleep on Steam Spray. It's easier than you might think to hit 3-6 or more enemies with it. It's a little slow to cast, but pretty impactful if used correctly, and a great place for an Achilles Heel proc. And speaking of procs, throw a Radioactive Cloud into the AoE mix with 5 procs (4 damage 1 Lockdown +2 mag) and an ACC/RECH from Unbreakable Constraint. SUPER FUN reliable damage and cc in a 20 ft. radius.

 

I'd put your FF proc in Negatron Slam, in lieu of the Hecatomb proc. Geyser has a decently short cooldown, but I see FF go off a lot with the aforementioned slotting.

 

Interesting thoughts, thanks.  Here's a rebuild taking some of your points into account and allowing for the earlier powerpicks that can now happen.  I had to drop under 32% def to S/L/R (it's around 30%), but that's probably OK.  

 

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

Click this DataLink to open the build!

Level 50 Natural Blaster
Primary Power Set: Water Blast
Secondary Power Set: Atomic Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Fighting
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Aqua Bolt

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

Level 1: Electron Shackles

  • (A) Enfeebled Operation - Accuracy/Recharge

Level 2: Negatron Slam

  • (A) Hecatomb - Damage/Endurance
  • (9) Hecatomb - Damage/Recharge
  • (9) Hecatomb - Damage/Recharge/Accuracy
  • (11) Hecatomb - Recharge/Accuracy
  • (11) Hecatomb - Chance of Damage(Negative)
  • (13) Force Feedback - Chance for +Recharge

Level 4: Positron Cell

  • (A) Gladiator's Javelin - Accuracy/Damage
  • (13) Gladiator's Javelin - Chance of Damage(Toxic)
  • (15) Apocalypse - Chance of Damage(Negative)
  • (15) Cloud Senses - Chance for Negative Energy Damage
  • (17) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (17) Gladiator's Net - Chance of Damage(Lethal)

Level 6: Whirlpool

  • (A) Bombardment - Damage
  • (19) Bombardment - Chance for Fire Damage
  • (19) Touch of Lady Grey - Chance for Negative Damage
  • (21) Positron's Blast - Chance of Damage(Energy)
  • (21) Ice Mistral's Torment - Chance for Cold Damage
  • (23) Achilles' Heel - Chance for Res Debuff

Level 8: Combat Jumping

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (23) Shield Wall - +Res (Teleportation), +5% Res (All)
  • (25) Kismet - Accuracy +6%
  • (25) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
  • (46) Blessing of the Zephyr - Knockback Reduction (4 points)
  • (48) Reactive Defenses - Scaling Resist Damage

Level 10: Ionize

  • (A) Recharge Reduction IO

Level 12: Dehydrate

  • (A) Gladiator's Javelin - Accuracy/Damage
  • (27) Gladiator's Javelin - Chance of Damage(Toxic)
  • (27) Touch of Lady Grey - Chance for Negative Damage
  • (29) Touch of the Nictus - Chance for Negative Energy Damage
  • (29) Ice Mistral's Torment - Chance for Cold Damage
  • (31) Achilles' Heel - Chance for Res Debuff

Level 14: Super Speed

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

Level 16: Tidal Forces

  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
  • (31) Recharge Reduction IO

Level 18: Water Jet

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

Level 20: Metabolic Acceleration

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

Level 22: Steam Spray

  • Hamidon Origin:Nucleolus Exposure
  • (37) Shield Breaker - Chance for Lethal Damage
  • (37) Touch of Lady Grey - Chance for Negative Damage
  • (39) Positron's Blast - Chance of Damage(Energy)
  • (39) Bombardment - Chance for Fire Damage

Level 24: Hasten

  • (A) Recharge Reduction IO
  • (39) Recharge Reduction IO

Level 26: Geyser

  • (A) Ragnarok - Damage
  • (40) Ragnarok - Damage/Recharge
  • (40) Ragnarok - Damage/Recharge/Accuracy
  • (40) Ragnarok - Recharge/Accuracy
  • (42) Ragnarok - Damage/Endurance
  • (42) Force Feedback - Chance for +Recharge

Level 28: Radioactive Cloud

  • (A) Unbreakable Constraint - Recharge/Accuracy
  • (42) Unbreakable Constraint - Chance for Smashing Damage
  • (43) Neuronic Shutdown - Chance of Damage(Psionic)
  • (43) Ghost Widow's Embrace - Chance of Damage(Psionic)
  • (43) Gladiator's Net - Chance of Damage(Lethal)
  • (45) Lockdown - Chance for +2 Mag Hold

Level 30: Beta Decay

  • (A) Achilles' Heel - Chance for Res Debuff

Level 32: Combat Teleport

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

Level 35: Scorpion Shield

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

Level 38: Teleport

  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
  • (48) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range

Level 41: Fold Space

  • (A) Accuracy IO
  • (48) Recharge Reduction IO

Level 44: Kick

  • (A) Empty

Level 47: Tough

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

Level 49: Weave

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

Level 1: Defiance 


Level 1: Brawl
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Let us know how Radioactive Cloud works for you. This feels over-slotted to me (while Beta Decay feels under-slotted). I think if you are really going to try to eek out %damage from Radioactive Cloud, you probably want the Reactive Defenses Scaling Damage Resistance piece slotted, as well as Preventive Maintenance %Absorb.

 

From the power choices, it looks to me as if you have skipped powers that would be used in Blapping range despite having powers that are very well-used with Blapping like Combat Teleport, Fold Space, I didn't see Atom Smasher or Positronic Fist. (I apologize for questioning play-style and power choices; in my mind there are some choices that have synergy and others that do not)

 

I would not include both Hasten and use the +Recharge piece in Geyser. (TBH, I don't make either of these choices). Using the 6th slot in Geyser for a %damage piece instead will do more to improve spawn defeat times than just having a few seconds of more global recharge. I recommend turning on the power cooldown timers and/or experimenting with unslotters. You can also choose NOT to click Hasten to see how the build plays without it.

 

If you go with this build, I do encourage you to use unslotters on the attacks (like Steam Spray) to see how well they perform slotted with sets (for straight damage plus accuracy plus recharge plus endurance reduction) without trying to get clever with %damage. This is a Blaster, so the ranged damage scale is 1.25 for this character. I like putting %damage in cone attacks, but I have not found it to be valuable for Blaster attacks.

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3 hours ago, tidge said:

Let us know how Radioactive Cloud works for you. This feels over-slotted to me (while Beta Decay feels under-slotted). I think if you are really going to try to eek out %damage from Radioactive Cloud, you probably want the Reactive Defenses Scaling Damage Resistance piece slotted, as well as Preventive Maintenance %Absorb.

 

From the power choices, it looks to me as if you have skipped powers that would be used in Blapping range despite having powers that are very well-used with Blapping like Combat Teleport, Fold Space, I didn't see Atom Smasher or Positronic Fist. (I apologize for questioning play-style and power choices; in my mind there are some choices that have synergy and others that do not)

 

I would not include both Hasten and use the +Recharge piece in Geyser. (TBH, I don't make either of these choices). Using the 6th slot in Geyser for a %damage piece instead will do more to improve spawn defeat times than just having a few seconds of more global recharge. I recommend turning on the power cooldown timers and/or experimenting with unslotters. You can also choose NOT to click Hasten to see how the build plays without it.

 

If you go with this build, I do encourage you to use unslotters on the attacks (like Steam Spray) to see how well they perform slotted with sets (for straight damage plus accuracy plus recharge plus endurance reduction) without trying to get clever with %damage. This is a Blaster, so the ranged damage scale is 1.25 for this character. I like putting %damage in cone attacks, but I have not found it to be valuable for Blaster attacks.

 

Good points. Here's what I'm testing (attached).

 

1) Radioactive Cloud is basically now a proc-nuke up every 30 seconds or so, that has a 10-target cap (like Atom Smasher) but a 20-foot radius (AS = 10 foot) and a chance to hold things including bosses.  Wanted to test out the idea above from @Dungeoness.  In truth, Atom Smasher proc-slotted per MIDS would do on average 367-391 dmg (and chance to apply -RES) up every 8.5 secs vs. 290 for RC slotted as is.   I have AS on my Fire/Atomic blaster and it's OK, but the radius is low (per above) and the cast time is annoying.  Worth considering.

==> Reactive Def scaling resistance is slotted in Combat Jumping

==> Couldn't see where to fit Prev. Maint. Absorb, though I do like it.

 

2) AS was skipped for reason above and to put in Steam Spray - I might put it back in and take out RC.   Positronic Fist is so slow to animate (have it on my Fire/Atomic) that I often end up corpse blasting - and it's DPA isn't that far ahead of the other attacks from what I could calculate.  The PositronCell/Negtatron slam combo lets me apply Gamma Ray so I skipped PF. 

 

3) Yeh good point on FF +rchrg in Geyers, may just unslot it for a damage proc.

 

4) Steam Spray was proc'loaded to front-load its damage (a lot is DOT).  In MIDS it appears to have meaningfully more damage frankenslotted like I put it, vs. set-slotted, esp. when you consider upfront proc damage.  CT in, RC or AS the group - apply Whirlpool - hop out and Steam Spray during the hop. Seems to work well. 

 

 

 

ToxicTsunami.mxd

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This weekend I fired up the second build to do some testing with Radioactive Cloud, using roughly my original build. The power choice (at level taken)  changes are:

Spoiler

Added Radioactive Cloud at level 28

Delayed Tough from level 28 -> 32

Delayed Weave from level 32 -> 41

Delayed Combat Jumping level 41 -> 47

Dropped Grant Invisibility

I wanted to keep Atom Smasher, as I enjoy Blapping with this character. It also has the advantage of being available for lower level content (e.g. Synapse) and is also offering me some valuable Superior Winter Set bonuses. Also, having two Melee PBAoE helps when blinded. It also allowed me to compare the two powers when slotted.

 

The slotting I used  was:

Level 28: Radioactive Cloud

  • (A) Unbreakable Constraint - Recharge/Accuracy (50+5)
  • (*) Unbreakable Constraint - Chance for Smashing Damage
  • (*) Gladiator's Net -Recharge/Accuracy (50+5)
  • (*) Gladiator's Net - Chance of Damage (Lethal)
  • (*) Ghost Widow's Embrace - Chance of Damage (Psionic)

I pulled all the slots out of Ionize, leaving it with just the Gaussian's %BuildUp piece and a 50+5 Recharge IO. The loss of the (6-piece) set bonuses, plus an additional mule for LoTG hurt (for some content) but playing on a Saturday Night Synapse and a +4 Dark Astoria misison team (using only +1 Incarnate shift) have me somewhat convinced I can live without them. The loss of 2.5% (positional) defenses was hard to judge in PUGs, I will need to run more x8 solo content to judge.

 

I will say: Radioactive Cloud was not a good DPS substitute for Atom Smasher on my Blapper; it is a very good extra attack. The Hold portion isn't so important to me as Recharge and Accuracy (IIRC, the %damage need slotted Accuracy). The faster recharge on Atom Smasher brings it ahead, despite the smaller radius. I can easily see how Atom Smasher could fall behind for enemies that don't group or when using a more ranged play-style. It is a difficult power to work into an attack chain, I find myself planning opportunities to use it.

 

For a player/build not committed to Blapping, I won't judge anyone for passing on Atom Smasher.

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  • 2 weeks later

Now being tested on the beta server:

 

Water Blast

  • Powers should build up Tidal Force stacks even if they miss.

Enhanced Water Jet

  • This power no longer has a lockout window.

Tidal Forces

  • Tidal Forces should clear all existing stacks of Tidal Power before applying 3 stacks.

 

These changes blunt several of my (relatively minor) criticisms of a set that I think is already pretty good; none of these changes are going to hurt it. For my Blaster play, I feel like I am still unlikely to pick (Enhanced) Water Jet as a ST attack in a level-50 build (when global Recharge can be enough to smooth out attack chains without it) but I can see how these improvements will help folks that choose to lean into them.

 

The biggest fix IMO is the behavior of the set on a missed attack. CoH play already has a serious bias towards AoE attacks, so the uneven accumulation of Tidal Force when using ST attacks has IMO added a level of clunkiness to this feature of Water Blast.

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