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Posted

Lethal being the most resisted damage type in the game is a highly overrated way of looking at things.

 

Nobody complains about Battle Axe or Claws being lethal. The average resist is about 20 percent IIRC, so although things do resist, it hardly makes a difference if you are pumping out enough damage. My AR/TA Blaster doesn't really worry about the the lethal components of his damage because Full Auto (and everything else to be honest) just pumps out the damage.

 

Now if you want to talk about killer resist, Psy is highly resisted by some common mobs, 60 percent resist for Praetorian and Malta robots IIRC. Now that can ruin your day.

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Posted

Whatever primary you choose, /Energy Manipulation and Mace's Power Boost are great. Bazooka Tooth, my main on live, was an AR/Energy blaster, and I have the same thing fully built out on Excel. 

 

Why Power Boost? It boosts your defense too, and it's easy to perma. 

 

AR is pretty great. Widen those cones! 

Posted

Asking this sort of question without the qualifier "no inspirations, temporary powers or active incarnate abilities" tends to yield a lot of responses that reflect the power of those abilities more than the underlying virtues of the build.

Posted
On 11/30/2024 at 6:24 AM, Hjarki said:

Asking this sort of question without the qualifier "no inspirations, temporary powers or active incarnate abilities" tends to yield a lot of responses that reflect the power of those abilities more than the underlying virtues of the build.

 

True, but being able to efficiently utilize ancillary resources like insps, temps or active incarnate abilities is arguably also one of a build's virtues, unless you specifically design for a threat environment where those don't function (4* or e-peen challenges, basically).

 

I used to be very strict on the "no inspirations" thing, for example, until I had an eureka moment and realized that leaving this constant stream of free stats that rains from the sky is actually suboptimal. It is very likely more optimal to design a build to get the greatest benefit from insps without burning them faster than they drop.

Posted

I recently (like, over the holiday weekend) leveled up an Elec/Earth/Soul Blaster. I'm not usually a Blaster player, but those sets were the best option for a particular concept. Pretty sure this is my new main.

I haven't had a chance to work out a "real build" yet, but what I'm running around with is damn fun. 42% Ranged and 65% S/L Resist - I'm sure folks could cap those if they tried. "Only" 127.5% +Rech, so a bit slower than I'm used to. The only "purple" sets are the Superior Blaster ATOs. More than the build though, the playstyle is a hoot and layers well. I put the Energy Manipulator Stun proc (and the OF KD Proc) in Ball Lightning. Between that, Fracture and Oppressive Gloom, things stay stunned reliably well. When some do shake free, they've very often got 0 endurance to do anything about it. Plus between the OF proc and Tremor, things are also on their butts a lot. For hard single targets, not much lives through Seismic-Zapp-Heavy Mallet. Mezzes are the biggest concern, so Zapp (with the Defiant Barrage proc) gets spammed a lot. If I roll up on a spawn and don't have that proc active, I need to be a little more careful (ie, open with a Charged/Built Up Zapp, jump back while following up with Thunderous Blast).

Again, he's just a few days old, but so far this lil guy can buzz through +4/x8 w/Bosses Council missions with no Insps/Temps/(active) Incarnates, tears through Romans on the walls, and absolutely wrecked Mako in a PI Safeguard (granted that was +1, so a purple 52 Mako) without Insps/Temps/Incarnates. Good stuff. And I'm enough of a purist/traditionalist to still have the 'no I/T/I' mindset baked in. But it's a Blaster. Low floor, high ceiling. It's way more fun to just roll Barrier, pop a Break Free when I need it, and tear through a map in two minutes.

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