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Beam/Tactical Arrow IO build, please review!


Emprad

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(((Edit... turns out this build is a flop because I didn't realize the def in evasive maneuvers dropped in battle and also i thiught that damage type defenses and positional defenses helped each other out but they dont so i focused on all that for nothing really... if anyone has any tips on how to build a good late game ranged/hover blaster please help me out lol. Should I even focus on trying to support myself with defenses or just focus on rech, procs and as much damage as I can possibly dish out? Thank you!)))

 

 

Hey all, with this build im going for a fully ranged, high recharge, high defense build. i managed to get S/L/E/N/F/C/Melee/Range/AoE all over 45% softcap, unfortunately toxic and psy fell behind. perma haste obvioustly..... and i managed to do it without having to frankenslot everything because pretty much most good def set bonuses are in the 6th set bonus.

 

This is the first build ive made in over 10 years, its late and im tired, i think its pretty solid but i figured i would let the pros see if they can tweak it at all.

 

The thing im wondering if it can be tweaked is if i can not be wasting so much on smashing/lethal/energy being 10+% over the softcap? if the def %ages can be equaled out a bit? it was the only way i could get fire/cold/melee over 45%. i was trying to think of a way to replace scorpion shield and web envelope with mu charged armor and electric fences to equal out the S/L/E def while adding some resistance but i couldnt figure out a way to move slots around and change it to do that and still keep S/L over 45% because without SS they drop under 45%.  dont incarnate and hard mode baddies go over 45% softcap so it could actually help and not be a waste if i do those?

 

oh and i have no idea what incarnates to take because ive never had a incarnate toon before, i havent studied them yet.. didnt really play much, not enough to do that stuff for the last couple years of live...

 

about the def debuff in cutting beam, i needed it to get melee def over 45%, honestly it really doesnt seem to do a hell of a lot of damage anyways and with oil slick up every 25 seconds and overcharge up every 35 seconds not to mention a well aimed piercing beam can wreck 3 baddies at once, its a strong power single target let alone a cone, i think i have my aoe covered, either way beam is known for being focused on single target so whatever, as long as i have a BLAST, get it? 😛

 

i hope this build gets loaded properly because i havent done this in over 10 years also lol

 

thanks for the help everyone!

 

 

 

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: Beam Rifle
Secondary Power Set: Tactical Arrow
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Charged Shot

  • (A) Empty

Level 1: Electrified Net Arrow

  • (A) Empty

Level 2: Cutting Beam

  • (A) Shield Breaker - Defense Debuff
  • (3) Shield Breaker - Accuracy/Defense Debuff
  • (3) Shield Breaker - Accuracy/Recharge
  • (5) Shield Breaker - Defense Debuff/Endurance/Recharge
  • (5) Shield Breaker - Accuracy/Endurance/Recharge
  • (7) Shield Breaker - Chance for Lethal Damage

Level 4: Fly

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

Level 6: Disintegrate

  • (A) Superior Blaster's Wrath - Accuracy/Damage
  • (7) Superior Blaster's Wrath - Damage/Recharge
  • (9) Superior Blaster's Wrath - Accuracy/Damage/Recharge
  • (9) Superior Blaster's Wrath - Accuracy/Damage/Endurance
  • (11) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
  • (11) Superior Blaster's Wrath - Recharge/Chance for Fire Damage

Level 8: Hover

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

Level 10: Upshot

  • (A) Recharge Reduction IO

Level 12: Aim

  • (A) Recharge Reduction IO

Level 14: Evasive Maneuvers

  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed
  • (34) Red Fortune - Defense/Endurance
  • (36) Red Fortune - Defense/Recharge
  • (36) Red Fortune - Endurance/Recharge
  • (37) Red Fortune - Defense/Endurance/Recharge
  • (37) Red Fortune - Defense

Level 16: Lancer Shot

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

Level 18: Penetrating Ray

  • (A) Extreme Measures - Accuracy/Range/Recharge
  • (21) Extreme Measures - Accuracy/Damage
  • (23) Extreme Measures - Damage/Endurance
  • (23) Extreme Measures - Accuracy/Interrupt/Range
  • (25) Extreme Measures - Damage/Interrupt/Recharge
  • (25) Extreme Measures - Damage/Endurance/Recharge

Level 20: Eagle Eye

  • (A) Preemptive Optimization - Accuracy/Recharge
  • (40) Preemptive Optimization - EndMod/Endurance
  • (40) Preemptive Optimization - EndMod/Recharge
  • (43) Preemptive Optimization - EndMod/Accuracy/Endurance
  • (43) Preemptive Optimization - EndMod/Accuracy/Recharge
  • (45) Preemptive Optimization - EndMod/Endurance/Recharge

Level 22: Boxing

  • (A) Empty

Level 24: Tough

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

Level 26: Piercing Beam

  • (A) Artillery - Accuracy/Damage
  • (27) Artillery - Damage/Endurance
  • (27) Artillery - Damage/Recharge
  • (29) Artillery - Accuracy/Damage/Recharge
  • (29) Artillery - Accuracy/Recharge/Range
  • (31) Artillery - Endurance/Recharge/Range

Level 28: Gymnastics

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

Level 30: Weave

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

Level 32: Overcharge

  • (A) Superior Frozen Blast - Accuracy/Damage
  • (33) Superior Frozen Blast - Damage/Endurance
  • (33) Superior Frozen Blast - Accuracy/Damage/Endurance
  • (33) Superior Frozen Blast - Accuracy/Damage/Recharge
  • (34) Superior Frozen Blast - Damage/Endurance/Accuracy/RechargeTime
  • (34) Superior Frozen Blast - Recharge/Chance for Immobilize

Level 35: Scorpion Shield

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

Level 38: Oil Slick Arrow

  • (A) Ragnarok - Damage
  • (39) Ragnarok - Damage/Recharge
  • (39) Ragnarok - Damage/Recharge/Accuracy
  • (39) Ragnarok - Recharge/Accuracy
  • (40) Ragnarok - Damage/Endurance

Level 41: Web Envelope

  • (A) Enfeebled Operation - Accuracy/Recharge
  • (42) Enfeebled Operation - Endurance/Immobilize
  • (42) Enfeebled Operation - Accuracy/Endurance
  • (42) Enfeebled Operation - Immobilize/Range
  • (43) Enfeebled Operation - Accuracy/Immobilize/Recharge
  • (48) Enfeebled Operation - Accuracy/Immobilize

Level 44: Maneuvers

  • (A) Endurance Reduction IO

Level 47: Hasten

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

Level 49: Assault

  • (A) Endurance Reduction IO

Level 1: Brawl

  • (A) Empty

Level 1: Defiance


Level 1: Sprint

 

 

 

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Edited by Emprad
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yea i know a gun with a bow....... the only powers ill be using that take out the bow are upshot and oil slick so it wont be too confusing with a bow and a gun constantly popping out lol. i just liked the toggles and buffs in TA more than temporal not to mention oil slick arrow so TA won the secondary spot. i was able to make a beam/temp build that was almost as high in def as the /TA but i couldnt quite get all def over 45%, i also didnt spend much time trying to refine it.. and oil slick arrow lol.

Edited by Emprad
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i managed to pump even more defense into it by removing the red fortune from gymnastics and put a superior blistering cold set in boxing. im just kinda screwing around with it now lol.. lost the 5% rech bonus from red fortune and lost perma haste by 0.3 seconds but gained 5% S/L/F/C, 2.5% melee/AoE defense and now most defenses are over 50%, pushed S/L over 60%.

 

i really need to get to bed, looking forward to your reviews!

 

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

Click this DataLink to open the build!

 

 

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Edited by Emprad
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Your build is not actually softcapped to any defense in combat as all the defense from Evasive Maneuvers is lost when you attack or click a glowie.

 

Also don't three slot hasten, two slot it and use +5 enhancement boosters on both slots. That will save you a slot.

Edited by SeraphimKensai
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Oh crap, I was wondering how it seemed kinda easy to softcap everything... alright, thank you! Still lots to relearn! 

 

I didn't know there was a +5 enhancement either I thought it only went up +3... so much forgotten in 10 years.

 

I was also wondering how a pool power provided so much defense too... I guess I should have read the description lol

 

I'm not at home right now so I can't see it in mids, does it still look like a good build even if it's not softcapped? Is there a way to do what I thought I was doing? Lol 

 

Should I be focusing on something else besides defense?  And I guess probably drop EM because it doesn't provide a bonus in battle

Edited by Emprad
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Let's think this one through. Your game plan is to stay at range which means attacks coming at you will have either a Range tag or an AoE tag. If an attack is ranged it doesn't matter what type it is, S/L/F whatever it doesn't matter as long as you have range defense. Same applies to AoE attacks. If you follow your game plan and stay at range you never have to deal with the melee component, the simplest solution to maintain your range game plan is to hover/move.

 

So WHY is there a need to softcap those various typed defense when you could just focus on Ranged/AoE defense and call it a day?

 

image.png.521f7a65b44036a8535ff5a120e67541.png

 

Go to configuration - options - effects and maths and check the "attacked" box on the right to see your true defenses in combat. A few other Mids tips that you may find useful later on:

 

image.png.c481b96eaf5fb43ff68a6cffbc6e0e14.png


If you put procs in powers there will be green or green + yellow buttons that automatically turn on for the power. Screenshot above has a Guassian's build up proc in upshot. Upshot does not have infinite duration, so turning on the power skews your to hit and makes you think you can hit anything.

 

Another example:

image.png.c02fa30ded13b57526e82147ffc25b2e.png

Hail of bullets is the T9 for dual pistals and I slotted a force feedback +recharge proc in it because it does knockdown. The proc gives 5 seconds of +100% global recharge. Leaving it on makes people claim their build has perma hasten when they do not. Turn those dials off. Additionally, Hail of Bullets gives you 5 seconds of increased Melee/Range/AoE defense, so again, people will claim they have softcap defenses when they do not. The yellow dial will turn off proc effects such as the force feedback +rech, the green dial will turn the power off completely so in this case you won't see either the inherent +defense nor the proc effect.

 

Most folks that stick to the range hover blasting route build for range softcap with a resist shield. Most favor flame mastery for bonfire because it's another piece of area denial that's very effective and can be made perma. I'd also recommend glue arrow, it carries -jump and -fly, great for keeping stuff away from you.

 

For the more adventurous you can also up your damage potential by leveraging damage procs, this does mean that you sacrifice survival. A good compromise is around 32.5% defense so a small luck can softcap you. This gives you some build freedom to cram in more procs.

 

Here are some examples you can reference:
 

 

 

Edited by Nemu

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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48 minutes ago, Emprad said:

Oh crap, I was wondering how it seemed kinda easy to softcap everything... alright, thank you! Still lots to relearn! 

 

I didn't know there was a +5 enhancement either I thought it only went up +3... so much forgotten in 10 years.

 

I was also wondering how a pool power provided so much defense too... I guess I should have read the description lol

 

I'm not at home right now so I can't see it in mids, does it still look like a good build even if it's not softcapped? Is there a way to do what I thought I was doing? Lol 

 

Should I be focusing on something else besides defense?  And I guess probably drop EM because it doesn't provide a bonus in battle

I glanced at your build while home this morning for about 20 seconds so I didn't really look too in-depth other than to see where your defense was coming from.

 

It's entirely possible to build a blaster to reach the non-incarnate softcap for things like melee & ranged but it requires dedicating a the focus of your build to it. Based on your power selections it looks like your intent is to play at range as a hover blaster. Hovering off the ground away from the melee onslaught will mitigate quite a bit of incoming damage by itself. In that regard you could build for ranged defense fairly easy. Getting Ranged and AoE might be possible but will require more focus of your build.

 

Typed defense typically is sought when you have an idea of what kind of enemies you expect to face, smashing, lethal, and energy damage are the three most common damage types with fire coming in at number 4. People find it relatively easy to build for S/L/E by going the Scorpion Shield route.

 

There are a few methods of using some advanced build techniques to get SLENFC typed defenses to 45% or reasonably close to it on a blaster, I've only actually done that with a /ninja Blaster myself, others may have different experience. Psi and Toxic defense are typically harder to build for on a blaster at least in my experience.

 

If you're planning on being a hover blaster, Evasive Maneuvers is still a great power as it adds more speed and movement control while hovering as well as protecting you from being grounded. Depending on your build and intended playstyle, it may be worth keeping, but adjusting your slotting of it.

 

 

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1 hour ago, Nemu said:

Let's think this one through. Your game plan is to stay at range which means attacks coming at you will have either a Range tag or an AoE tag. If an attack is ranged it doesn't matter what type it is, S/L/F whatever it doesn't matter as long as you have range defense. Same applies to AoE attacks. If you follow your game plan and stay at range you never have to deal with the melee component, the simplest solution to maintain your range game plan is to hover/move.

 

So WHY is there a need to softcap those various typed defense when you could just focus on Ranged/AoE defense and call it a day?

 

I understand that a flying ranged blaster doesn't necessarily need melee defense and it should be focusing on ranged and AoE but I figured if I could do it why not... 🤷‍♂️ ... I thought damage type defenses and positional defenses maybe helped each other out, I guess not, thanks for clarifying that..

 

1 hour ago, Nemu said:

Go to configuration - options - effects and maths and check the "attacked" box on the right to see your true defenses in combat. A few other Mids tips that you may find useful later on:

 

Yea there's a lot I don't know about mids.

 

1 hour ago, Nemu said:

If you put procs in powers there will be green or green + yellow buttons that automatically turn on for the power. Screenshot above has a Guassian's build up proc in upshot. Upshot does not have infinite duration, so turning on the power skews your to hit and makes you think you can hit anything.

 

I know about the buttons for activating toggles and all that, I thought I had them set properly to just see my base stats with toggles and haste and regular stuff.

 

1 hour ago, Nemu said:

Most folks that stick to the range hover blasting route build for range softcap with a resist shield. Most favor flame mastery for bonfire because it's another piece of area denial that's very effective and can be made perma. I'd also recommend glue arrow, it carries -jump and -fly, great for keeping stuff away from you.

 

Yea glue arrow would be a good pick, that's why I took and slotted the web envelope instead of glue arrow because it has the -jump and -fly combined with a immob also.

 

1 hour ago, Nemu said:

For the more adventurous you can also up your damage potential by leveraging damage procs, this does mean that you sacrifice survival. A good compromise is around 32.5% defense so a small luck can softcap you. This gives you some build freedom to cram in more procs.

 

I need to learn more about procs, I know they are awesome if used right but there's lots of details on how they work and what powers to use them in and not.. 

 

Thanks for the examples.

Edited by Emprad
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50 minutes ago, SeraphimKensai said:

I glanced at your build while home this morning for about 20 seconds so I didn't really look too in-depth other than to see where your defense was coming from.

 

It's entirely possible to build a blaster to reach the non-incarnate softcap for things like melee & ranged but it requires dedicating a the focus of your build to it. Based on your power selections it looks like your intent is to play at range as a hover blaster. Hovering off the ground away from the melee onslaught will mitigate quite a bit of incoming damage by itself. In that regard you could build for ranged defense fairly easy. Getting Ranged and AoE might be possible but will require more focus of your build.

 

Typed defense typically is sought when you have an idea of what kind of enemies you expect to face, smashing, lethal, and energy damage are the three most common damage types with fire coming in at number 4. People find it relatively easy to build for S/L/E by going the Scorpion Shield route.

 

There are a few methods of using some advanced build techniques to get SLENFC typed defenses to 45% or reasonably close to it on a blaster, I've only actually done that with a /ninja Blaster myself, others may have different experience. Psi and Toxic defense are typically harder to build for on a blaster at least in my experience.

 

If you're planning on being a hover blaster, Evasive Maneuvers is still a great power as it adds more speed and movement control while hovering as well as protecting you from being grounded. Depending on your build and intended playstyle, it may be worth keeping, but adjusting your slotting of it.

 

 

 

 

I do plan on being purely ranged/hover like I said in my OP, I guess I need to go back to the drawing board with this new knowledge and see what I can do with the build, I'll have to start all over but whatever. 

 

Should I even be trying to build for defense at all or just go for rech, procs and as much damage as I can dish out? I wanted to make a build that could hold up to any end game content and be durable but if durability isn't the way to go then what route should I go? Like basically what do people look for in late game content ranged hover blasters? Should I worry about supporting myself with defenses and being durable or just be a total glass cannon? Something in between...?

 

 

 

 

Edited by Emprad
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58 minutes ago, Emprad said:

Should I even be trying to build for defense at all or just go for rech, procs and as much damage as I can dish out? I wanted to make a build that could hold up to any end game content and be durable but if durability isn't the way to go then what route should I go? Like basically what do people look for in late game content ranged hover blasters? Should I worry about supporting myself with defenses and being durable or just be a total glass cannon? Something in between...?

Ultimately how you build your character is up to you.

 

I have a beam/energy manipulation blaster that is a hover blaster, that has a moderate amount of defense but kills things at maximum range and I outrange most NPCs.

 

I think your best course of action is to build your character to how you'll enjoy it, so if you want to build defense, which it seems go for it. That doesn't mean you can't add a proc or two on a power to help your damage either.

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1 hour ago, SeraphimKensai said:

Ultimately how you build your character is up to you.

 

I have a beam/energy manipulation blaster that is a hover blaster, that has a moderate amount of defense but kills things at maximum range and I outrange most NPCs.

 

I think your best course of action is to build your character to how you'll enjoy it, so if you want to build defense, which it seems go for it. That doesn't mean you can't add a proc or two on a power to help your damage either.

 

 

But I wanna have my playstyle AND the best meta godmode canttouchthis pewpewpew blaster build!! Lol j/k....

 

Yea you're right I should focus on what I want instead of what others might want or whats "the best" way to build it.. I'm gonna redo it and focus on ranged/aoe def, probably take fire mastery for bonfire because bonfire seems like it would work very well with oil slick and glue arrow if I proc it out for damage and a res shield because if im going for ranged and aoe def then S/L def from a def shield doesn't matter and the res would help more. 

 

Thanks for the help!

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The way defense works is that it checks for the highest defense that you have against attacks that have the appropriate tags.

 

For example if your range defense is 48% and your S/L defense is at 43%, A lethal ranged attack will only check against your range defense because that's the highest. When you start building for typed defenses then you also need to cover all the types. Positional defense are more catch all, they don't care about whether a ranged attack is fire/cold/energy, etc...

 

If you are building for pure ranged hover blasting it's much more efficient to build for range defense.

 

There are typically 3 flavors of build direction:

 

All out offense no defense - Geared towards teaming where your weaknesses can be covered by other players/buffs/debuffs. Most people don't go this way, they prefer to be a little more self sufficient.

All the mitigation in the world! - The most self sufficient route, turns blasters into tank mage lite at the cost of offense, the cost varies depends on how you build it, some people go overboard and sacrifice a lot more than necessary, some build for enough defense and still retain respectable offense.

Middle ground - Usually build enough defense so that one small luck can help reach softcap, frees up room for more offensive slotting/procs. My patches and procs ice/ta build is one such example.

 

Regardless of direction, good blasters players share the following traits:

 

Understanding of game mechanics/mobs and understanding your priorities for each engagement

Fully leveraging your toolkit, whether that's your mitigation tools, your defense bonuses from the build, game mechanics such as line of sight or jousting, or even the simple act of moving.

Knowing where you should plant yourself and when you should move.

 

Blaster players that build for softcap and think they can stand in one spot and derp it out like a scrapper will have a harder time than those that choreograph their battle plan intelligently.

Edited by Nemu

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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