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Posted

Hey, returning player from Live over a decade ago.

 

So the damage auras in blaster secondaries got reworked, and I’m curious if they’re worth taking.

 

I’m rebuilding my Elec/Elec build from back then, so I’m curious how useful the changed auras are vs the amount of aggro they pull.

 

Thanks for any feedback!!

Posted

Hi!  Welcome back.

 

Your recovery toggle / click power is one of the best things to happen to blasters - TAKE THEM.  Those are your sustain powers and are far superior to slotting up Stamina.  Some have nothing but self buffs, others have a damage component, and some have a slow/mez/other effect along with the buffs. 

 

The ones that have a damage component will supress and not aggro until you start combat - like with Cauterizing Aura from the Fire Manipulation, you can be invisible and stand next to a foe, and the damage will not affect the mob and you'll stay hidden until something else breaks the stealth/you enter combat.  

 

Contrary to this, the Reaction Time toggle with Martial Combat, while boosting your recovery, it also slows your opponents - it will aggro even when stealthed.  It is still a MUST have power.  

 

Death Shroud in Dark Manipulation is purely a damage toggle - no +recovery component to it at all - whether you feel it's worth taking or not, is up to you.  /Dark's sustain power is a click - you target a foe, and you get your 2 min recovery buff (this portion of the power is auto hit).  It also has a Fear component (this requires a to-hit check and why you can slot Acc in it).  So you basically rotate the power in your attack chain every now and then (recovery buff does not stack, but resets the 2 min timer as it gets applied).  The Fear component can get enhanced and stacked.  Some people hate this power - others, like me, don't mind.  

 

So.... for /Elec build... Dynamo.... TAKE IT.  The damage should suppress until combat starts (ie no aggro).  How you slot it is up to you.  It varies from person to person.  Some will slot for damage, others will put a few endmod enhs/set in it depending on how much end they use, some will also put a heal set in it.  With this power on, 1 slot in stamina is all you need (Performance Shifter proc), and add in endmods to Dynamo as needed, then damage and/or heals if you want.

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Posted

I am currently running a Sonic/ Martial Combat Blaster.

I have to agree that Reaction Time is a must. Or any toggle like in other Blaster secondary

 

It doesn't take End Reduc, but the study tic of End Recovery more than makes up for it.

I worry very little about Stamina because of it.

 

Takes a second for the slow to hit, but very effective.

 

Turn it off if you plan to stealth.

 

Not sure about the other similar toggles.

But turning off Reaction Time gives you a small speed boost. Small, but noticeable.

 

I just there were more slotting options. Choices are narrow.

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  • 2 weeks later
Posted (edited)

Any of these types of powers that can be slotted for Endurance Modification, put a Performance Shifter +Endurance and/or Power Transfer +Health proc piece in them (possibly both but usually I am happy with just the Power Transfer piece)

Every version of this category of power is a huge no-brainer for any blaster build, they are all very good and some are straight up bananas (drain psyche e.g.)

Edited by Kaballah

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