dinatar Posted October 14 Posted October 14 hi! I'm trying this combination, I never come across this type of blaster (these sets don't seem popular), is the dsp bad? if someone has a small build in their hood... knowing that on this character I don't want to invest more than 200 million (I already have the two ATO sets)
Force Redux Posted December 10 Posted December 10 I don't post builds anymore, and this is very late to the question, but I will say that damage on seismic is very competitive with all my other blasters. Definitely not lacking. Do plan on being near the ground if you want to get the most out of seismic's secondary effect. The only pain point is whether you don't mind the delay on the T9 or not, I personally enjoy it. Meteors from the sky!! @Force Redux on Everlasting ----- (read my guide) ----- Gather the Shadows: A Dark Miasma Primer for Masterminds
tidge Posted December 14 Posted December 14 I have a Seismic/ Blaster and a /Plant Blaster, but not in combination. Seismic is IMO pretty straightforward. My personal experience with /Plant as a Blaster secondary was that for my choice of primary I wasn't able to leverage the Melee attacks such that my build was IMO very compromised by trying to work them in. I went with: Level 1: Skewer: 5x Hecatomb Level 10: Toxins: Gaussian's %BuildUp and Recharge IO Level 16: spore Cloud (HO Enxyme only) Level 20: Wild Fortress: 5 (franken) slots Level 28: Vines: 3x Gladiator's Net, 3 more %damage I don't like single-target controls on Blasters, unless I'm leaning hard into wanting to stack that control on a single target. So I skipped Entangle and Strangler. I tried to make Ripper and Thorn Burst work, but as noted above they simply weren't being used enough to justify including them, even for set bonuses. Skewer was the compromise pick for the set bonus and to have something that was a melee attack... plus I like having some damage-over-time for certain enemies. With Seismic, I don't think you would really miss Entangle.
Go0gleplex Posted Saturday at 10:47 PM Posted Saturday at 10:47 PM I recently was playing one up to around level 16. While it is decent, it's nothing to really write home about overall IMO for solo. Someone whom is able to make the most out of slotting the powers will likely make it a more exciting build and it may have more success in a team setting.
Force Redux Posted 6 hours ago Posted 6 hours ago I really like /Plant for ranged over blapper builds, only because I find the melee powers are rather mid. That does free up a lot of powers, unless using them as enhancement mules. 1 @Force Redux on Everlasting ----- (read my guide) ----- Gather the Shadows: A Dark Miasma Primer for Masterminds
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