UltraAlt Posted June 10 Posted June 10 On 5/25/2025 at 6:57 PM, queequeg77 said: Any thoughts? Learn how to use knockback. Slot up KI push with 2 acc, 1 recharge, and a knockback. If it fits character conception, slot a https://homecoming.wiki/wiki/Blistering_Cold:_Recharge/Chance_for_Hold Make it your autofire power. You can even corner bosses with Ki Push if you slot it up. It works as soft hold. If you are on a team, you need to find a corner or, at least a wall, to fight your target to limit how far they are knocked back. Close into melee range and keep knocking them back into the corner or wall as soon as they start getting on their feet. If it fits character conception, adding a https://homecoming.wiki/wiki/Lockdown:_Chance_for_%2B2_Mag_Hold to one (or two) primary powers with a fairly quick recharge is a plus. I haven't run a storm/martial arts blapper, but I can say that have really enjoyed ice blast and dual pistol /martial arts blappers. 2 If someone posts a reply quoting me and I don't reply, they may be on ignore. (It seems I'm involved with so much at this point that I may not be able to easily retrieve access to all the notifications) Some players know that I have them on ignore and are likely to make posts knowing that is the case. But the fact that I have them on ignore won't stop some of them from bullying and harassing people, because some of them love to do it. There is a group that have banded together to target forum posters they don't like. They think that this behavior is acceptable. Ignore (in the forums) and /ignore (in-game) are tools to improve your gaming experience. Don't feel bad about using them.
Soulsifter Posted June 10 Posted June 10 11 hours ago, queequeg77 said: That looks like a lot of fun. I love the SMASH of the stone hammers on my tank. I have to imagine it would be even more satisfying with blaster damage. I ran with a Black Scorpion team last night. I think they were apprehensive when I dove right into the mix and went mondo wacko. Soon though, I was getting questions about the build. I hope they find this. It really is a very odd way to play a blaster. All the tools it brings is impressive. I even like the catastrophic consequences when I overstep my bounds. I haven't gone down yet, but it's been very, very close a few times. Gets the blood pumping, ya know? I was only 34 while they were all higher 30's - 40's. 50/50 SO's to Attuned enhancements.
lyra Posted June 30 Posted June 30 (edited) HI all, can someone may help with a build for Blapper (fire/ma) for single dmg only.I have a build (ranged) and now i need to hunt elite gladiators in Lab of fog and need a 2nd build only for that stuff :D stealthpool with infiltration? fightpool with crosspunch? this build is only for lab, so no need for travelpool. any help is welcome, thanks Edited July 1 by lyra added powersets XD [NPC] Fallen Gunner: Hero schmero.
ScarySai Posted July 2 Posted July 2 Avoiding the obvious fire/ice/ar answers, Rad/elec and Psi/ninja perform very, very well at shredding packs and hard targets alike.
BurtHutt Posted July 8 Posted July 8 On 5/25/2025 at 4:56 PM, Biff Pow said: /Energy has some heavy hitting attacks, it's very satisfy to move in and destroy the Bosses. I like the classic Energy/Energy but Sonic/Energy is also fun and great for soloing (most due to Siren's Song.) Sonic/Energy sounds like fun. Do you have a build?
Biff Pow Posted July 8 Posted July 8 18 hours ago, BurtHutt said: Sonic/Energy sounds like fun. Do you have a build? This is my final build, so it's very purpled-out. Blaster SonicEnergy.mbd
SeraphimKensai Posted July 9 Posted July 9 As a retired pvper, there was a long time where the only secondary power set that Blasters had access to was Energy Manipulation. The other ones did not exist at least to me and a lot of my friends. /EM was the predominant blapping power set combined with jousting. Such a fun play style. When I occasionally pull out my fire/em or ice/em that I recreated and play them in over that way on teams I get some weird comments like I'm moving around like a ping pong ball on Adderall.
BurtHutt Posted July 11 Posted July 11 I am tinkering with the Sonic/Energy build. I am trying to put in some decent defences and when you do that, it gets even more expensive. I don't know if it's worth it but I am going to work on the build for a bit.
Mr_Enigma Posted 1 hour ago Posted 1 hour ago On 6/10/2025 at 7:00 AM, UltraAlt said: Learn how to use knockback. Slot up KI push with 2 acc, 1 recharge, and a knockback. If it fits character conception, slot a https://homecoming.wiki/wiki/Blistering_Cold:_Recharge/Chance_for_Hold Make it your autofire power. You can even corner bosses with Ki Push if you slot it up. It works as soft hold. If you are on a team, you need to find a corner or, at least a wall, to fight your target to limit how far they are knocked back. Close into melee range and keep knocking them back into the corner or wall as soon as they start getting on their feet. I'll just throw in another few plugs for Martial Combat, One not-widely-known perk to Ki Push is the fact that it's a short duration Mag 4 hold, so it will hold bosses with one application for a couple seconds. Basically, the hold lasts for the repel portion (where the mob is flying back in slow-mo, legs flailing). While that's not amazing as a hold per se, it is incredibly useful for detoggling mobs, or delaying them long enough to put them down before they fire a power - things like Masters of Madness (detoggling their psi armor), Dark Ring Mistresses (detoggling Darkest Night), Paragon Protectors (preventing them from firing MoG/Unstop or firing a nuke), Master Ills (preventing them from phasing). A fast-activating one-shot boss hold is amazingly useful on a blaster! It also does respectable damage if slotted for it, but I wouldn't make slotting it my highest priority. I would put a dmg in it before a knockback enhancer, personally. I find the base repel+knockback is of perfectly adequate distance to create space (especially with Reaction Time slowing a mob's return to melee distance). My Ki Push is one-slotted with a +5 Hecatomb Dmg, but I have decent +acc and +rech global bonuses. YMMV. Storm Kick has a 100% chance of knockdown (assuming no KB resists). It activates very fast and recharges quickly (and does good damage) Like Ki Push, it's also great for preventing mobs from activating annoying powers. I use it all the time for preventing Fake Nems from activating PFF. Eagle's Claw is one of my overall favorite powers across any set. First and foremost, it hits like a freaking truck. It's a 100% mag 3 stun, so it can take up to Lt. rank out of the fight for a few. And perhaps most importantly, it's stylish as hell, with a very satisfying "Pow!" sound when it connects. Dragon's Tail does decent Melee AoE dmg (more AoE is a always appreciated), and it has a 75% chance of knockdown. Like most of the /MA powers, It also activates pretty fast. Burst of Speed is great for the element of surprise. If you have the slots for it, it does decent (not amazing) AoE damage as an opener. When used to jump into a large group, it has pretty high odds of activating Reach for the Limit's +dmg/+tohit buff for your next few powers. I have the full Superior Avalanche set in it primarily for the enhancements and bonuses. I thought the Chance for KD proc would be really useful when opening a fight, given the long listed recharge of the power, but I think the really short recharge for the first three uses skews the proc rate (the long recharge only comes into play after three rapid uses) The KD proc fires here and there, but not enough to be a reliable soft control as a fight opener. Reaction Time slotted for a bit of slow is really nice mitigation. Obviously it hinders mobs from closing to melee distance. But it also seems that heavily slowed mobs freak out a bit and will spend a fair amount of time trying to flee rather than shooting at/punching you. Mine is 5-slotted with Miracle for the +absorb and the endurance proc, with a single generic +5 slow IO as the sixth slot. At lvl 50 it gets me 217 hp of fast-replenishing absorb. I find /MC is a great combo of fast-activating soft/hard controls and damage, plus a bunch of stylish flair. I really, really, really love my DP/MC for the great animations, varied damage types, and controls. And built for defense she is a bit of a steamroller. One caveat: My DP/MC has been lvl 50 and kitted out for a long time, so my memory of her effectiveness during the leveling process is faint. I do not recall having meaningful problems leveling her, though. Give it a try!
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