SenTheFortress Posted July 12 Posted July 12 (edited) Hello all, I found this combination to be really fun as a Blaster. Awhile back when I was really new, I stumbled upon ICESPHERE's stache of various builds they've created. I found one they made for this exact combination - See file: ICESPHERE's Blaster (Assault Rifle - Tactical Arrow - Arsenal Mastery) ---------- I pretty much dig the direction of it, but i wanted to make a few tweaks, just to suit some of my own preferences. So I made this variant - See File: SEN EDIT 1 - Blaster AR-TA-AM My character wants to fly, so I moved to the Flight pool instead of Leaping. Since I did this, I picked Evasive Maneuvers (which can grant a good Def Buff) over Stealth from the Concealment Pool since to me these look like "mules" for slotting LotG and Infiltration already provides stealth. I also moved power placement around to my preferences for exemplaring. The big change was my character's main weapon is supposed to be an Assault Rifle, so I really want "Burst" as an attack, so I dropped "Buckshot". By doing this, I needed to slot some new things to cover some of the lost set bonuses. I did this by swapping out parts of Shield Wall for LotG instead, then Frankenslotting "Burst" to pick up the other few set bonuses and a few nasty procs. My other thought was possibly trying to set up procs on Full Auto instead. Let me know if that's a better idea (though it is competing with 2 other powers for parts of Frozen Blast). ---------- The other option, which is much more straight forward, simply moves Poistron's Blast over to "Full Auto", picking up the unused proc from S Frozen Blast, then putting Blaster's Wrath on "Burst" - See File: SEN EDIT 2 - Blaster AR-TA-AM This is more inline with ICESPHERE's original build, just moves the power placement set placement on Burst/Full Auto. Another way to do it would be to replace "Slug" with "Burst", which is the cleanest and easiest way to do it. - See File: SEN EDIT 3 - Blaster AR-TA-AM ---------- So my question is, what is better from among the three? Is it detrimental to lose "Buckshot" as an attack in favor of Burst? and if I keep Burst, would option 1, 2 or 3 be better? Maybe there's a whole different approach to making this build, you'd like to share, please do! --- SEN EDIT 2 - Blaster AR-TA-AM.mbd ICESPHERE's Blaster (Assault Rifle - Tactical Arrow - Arsenal Mastery).mbd SEN EDIT 1 - Blaster AR-TA-AM.mbd SEN EDIT 3 - Blaster AR-TA-AM.mbd Edited Sunday at 08:46 PM by SenTheFortress Fixed an error in SEN EDIT 3
Zect Posted Sunday at 01:20 PM Posted Sunday at 01:20 PM You really made me look at 4 builds: you are almost as bad as my girlfriend picking outfits. Buck is actually really good, and is one of those aoe attacks worth using as single target filler (see fireball for another example). Slug, burst and buck are very close in DPA (even closer when procced, as buck fits more procs), but since buck is a cone, if it hits even 2 critters it already massively outperforms the other 2. For this reason most builds pick slug + buck (the original icesphere build) or burst + buck; since you must have burst, well there you go.
SenTheFortress Posted Sunday at 07:58 PM Author Posted Sunday at 07:58 PM 6 hours ago, Zect said: You really made me look at 4 builds: you are almost as bad as my girlfriend picking outfits. Buck is actually really good, and is one of those aoe attacks worth using as single target filler (see fireball for another example). Slug, burst and buck are very close in DPA (even closer when procced, as buck fits more procs), but since buck is a cone, if it hits even 2 critters it already massively outperforms the other 2. For this reason most builds pick slug + buck (the original icesphere build) or burst + buck; since you must have burst, well there you go. You didn't really have to look at EDIT 3, but you did anyways, so I think you like it! So yeah just swapping Burst for Slug would give me basically what I want. No need to make it more complicated than it needs to be. My only other question is, Is "Evasive Maneuvers" a bad pick over "Stealth" from the Concealment pool? Seems like it does a lot more since I'm in the flying pool already as a preference over leaping.
Thraxen Posted Tuesday at 12:40 AM Posted Tuesday at 12:40 AM Here is mine. It's a Rambo rip-off, I mean homage. So went for the high ranged defense since like no bullets ever hit him. I will likely switch back to body armor and LRM next time I do it. Thraxo - Blaster (Assault Rifle - Tactical Arrow) 06 04 2025.mbd
Sancerre Posted Tuesday at 02:02 AM Posted Tuesday at 02:02 AM On 7/13/2025 at 3:58 PM, SenTheFortress said: You didn't really have to look at EDIT 3, but you did anyways, so I think you like it! So yeah just swapping Burst for Slug would give me basically what I want. No need to make it more complicated than it needs to be. My only other question is, Is "Evasive Maneuvers" a bad pick over "Stealth" from the Concealment pool? Seems like it does a lot more since I'm in the flying pool already as a preference over leaping. burst vs slug is an interesting discussion. slug is objectively the better attack in isolation (higher dpa and higher proc rate) but both of them are kind of crap filler attacks and burst is faster as a filler attack (1 second vs 1.4 seconds). most of the time you have a better button to be pressing (ignite, snipe, glue arrow, etc)... burst or slug just helps you fill some gaps and the extra time slug takes makes it 'worse' in a way because the filler starts eating up time for the 'good' attack. slug can be worth proc bombing but you do probably want set bonuses -somewhere- in your build and both slug and burst are solid mules for defiant barrage set. the other interesting piece here is that burst almost recharges entirely in its own animation... meaning you can mostly spam the attack if you do get CC locked (blaster passive) and with defiant barrage proc in there... possible you break out that way. a bit incidental because inspirations exist and you probably take clarion anyways... away from barrier parties. away from that, buckshot is just kinda better than burst and slug for the reasons Zect already mentioned. its basically the same DPA but it is AoE so you kinda win if you hit at least 2 targets but even on 1 target... it is pretty similar. proc rate is worse than slug but because it is aoe, FF recharge becomes somewhat reliable in it. i would not recommend all 3 burst slug and buckshot in an optimized build but i would advocate for buckshot always and choice of either burst or slug (personal choice on burst) if you are going flight, you want evasive maneuvers OR combat jumping (this part has always been funny). evasive maneuvers is great. try it out. you will immediately feel the difference in flight control like you would with combat jumping on. tight, crisp, precise. keep in mind that the defense is lost when in combat but the flight control is big. as you noted, evasive maneuvers can still slot lotg recharge regardless of the def buff disappearing in combat, which is a strong option. what evasive maneuvers does allow you is to NOT 'waste' one of your 4 pools on combat jumping to get the flight control... and also strong resist to fly debuffs which can feel rare but sucks when you are glued to the floor. for full auto procs... it is a good question. proc rate is a beauty out the gates but any recharge added into it starts destroying it quickly. if you can afford it, it really glows up the damage on full auto A LOT. if you are going to chase set bonuses on full auto at all, i wouldnt bother with procs after adding recharge into it... unless you are doing something like 2 piece Winters (no recharge) for the slow resist. incidentally, be careful about using blasters wrath proc here because it comes with recharge... ironically destroying the proc rate of other 3.5 procs you would put next to it. also, ragnarok KD proc can be fun in full auto if you want/need more CC/safety... and there are only so many damage procs available anyways so not trading much to use it! there is always going to be a bit of a balancing act with set bonuses vs procs and how 'self sufficient' you want to try to build yourself to be. not really a right or wrong answer here. i think generally a good target is to hit perma-hasten by yourself (even if it is assuming incidental FF recharge procs in the cycle of it) and some nominal defense value (ranged in your case of flying) that you are comfortable with.
SenTheFortress Posted Wednesday at 09:33 PM Author Posted Wednesday at 09:33 PM (edited) On 7/14/2025 at 9:02 PM, Sancerre said: burst vs slug is an interesting discussion. slug is objectively the better attack in isolation (higher dpa and higher proc rate) but both of them are kind of crap filler attacks and burst is faster as a filler attack (1 second vs 1.4 seconds). most of the time you have a better button to be pressing (ignite, snipe, glue arrow, etc)... burst or slug just helps you fill some gaps and the extra time slug takes makes it 'worse' in a way because the filler starts eating up time for the 'good' attack. slug can be worth proc bombing but you do probably want set bonuses -somewhere- in your build and both slug and burst are solid mules for defiant barrage set. the other interesting piece here is that burst almost recharges entirely in its own animation... meaning you can mostly spam the attack if you do get CC locked (blaster passive) and with defiant barrage proc in there... possible you break out that way. a bit incidental because inspirations exist and you probably take clarion anyways... away from barrier parties. away from that, buckshot is just kinda better than burst and slug for the reasons Zect already mentioned. its basically the same DPA but it is AoE so you kinda win if you hit at least 2 targets but even on 1 target... it is pretty similar. proc rate is worse than slug but because it is aoe, FF recharge becomes somewhat reliable in it. i would not recommend all 3 burst slug and buckshot in an optimized build but i would advocate for buckshot always and choice of either burst or slug (personal choice on burst) if you are going flight, you want evasive maneuvers OR combat jumping (this part has always been funny). evasive maneuvers is great. try it out. you will immediately feel the difference in flight control like you would with combat jumping on. tight, crisp, precise. keep in mind that the defense is lost when in combat but the flight control is big. as you noted, evasive maneuvers can still slot lotg recharge regardless of the def buff disappearing in combat, which is a strong option. what evasive maneuvers does allow you is to NOT 'waste' one of your 4 pools on combat jumping to get the flight control... and also strong resist to fly debuffs which can feel rare but sucks when you are glued to the floor. for full auto procs... it is a good question. proc rate is a beauty out the gates but any recharge added into it starts destroying it quickly. if you can afford it, it really glows up the damage on full auto A LOT. if you are going to chase set bonuses on full auto at all, i wouldnt bother with procs after adding recharge into it... unless you are doing something like 2 piece Winters (no recharge) for the slow resist. incidentally, be careful about using blasters wrath proc here because it comes with recharge... ironically destroying the proc rate of other 3.5 procs you would put next to it. also, ragnarok KD proc can be fun in full auto if you want/need more CC/safety... and there are only so many damage procs available anyways so not trading much to use it! there is always going to be a bit of a balancing act with set bonuses vs procs and how 'self sufficient' you want to try to build yourself to be. not really a right or wrong answer here. i think generally a good target is to hit perma-hasten by yourself (even if it is assuming incidental FF recharge procs in the cycle of it) and some nominal defense value (ranged in your case of flying) that you are comfortable with. Cool, thanks for the write up. I kinda figured Evasive Maneuvers would be fine to take. Yep, only taking one of the T 1/2 Powers, going for Burst for flavor reasons (but like you said either one between Slug and Burst is fine). Currently it's sitting at a decent 37% ranged defense, which falls short of the soft cap but I don't think Blasters can really get perfect defenses without sacrificing a lot of damage potential. (correct me if I am wrong). Icesphere's build had even less defense since Evasive Manuvuers gives you a lot more in comparison. I generally would trust Icesphere's balance on this one. 37% (25% previously with Stealth over EM) ranged defense with 4 attacks procced-out and 4 used for filler/set bonuses. Seems like a good place to start at least. <- Edit / I did not understand EM completely. I missed the part about EM losing the def bonus when you attack, Since I'm taking a hit to DEF, I think what I will do is drop "Grant Invisibility" so I can pick up Stealth to helps stack DEF with Infiltration, Hover and Weave. Think that's a good idea? < Edit / And now I'm learning that Stealth abilities don't stack. So I guess Stealth / Grant Invisibility it is (since it gives more DEF). I'm now sitting at 24%/33%/24% (M/R/Aoe) for defenses (with everything else being 24% or 34%). For Res I am at 37% Smashing and Lethal res with about 20% in everything else except Psi. Does that seem decent? (you can check the build yourself below), I'm a newish player, so I always second guess myself with any build decision. Thanks again. SEN's Variant Blaster AR-TA-AM (original designer - Icesphere).mbd Edited Wednesday at 11:07 PM by SenTheFortress I did not understand EM or Stealth Powers
SenTheFortress Posted Wednesday at 09:46 PM Author Posted Wednesday at 09:46 PM (edited) On 7/14/2025 at 7:40 PM, Thraxen said: Here is mine. It's a Rambo rip-off, I mean homage. So went for the high ranged defense since like no bullets ever hit him. I will likely switch back to body armor and LRM next time I do it. Thraxo - Blaster (Assault Rifle - Tactical Arrow) 06 04 2025.mbd 43.95 kB · 2 downloads Did you feel like going all-in for ranged defense was lacking in some way? Would have slightly lower ranged defense, but have a bit more in other categories be better? I noticed yours was much more focused on Smashing/Lethal res and ranged defense specifically. Just trying to learn nuances of character building in this game. ty! Edited Wednesday at 10:21 PM by SenTheFortress
Sancerre Posted yesterday at 12:58 AM Posted yesterday at 12:58 AM 2 hours ago, SenTheFortress said: Cool, thanks for the write up. I kinda figured Evasive Maneuvers would be fine to take. Yep, only taking one of the T 1/2 Powers, going for Burst for flavor reasons (but like you said either one between Slug and Burst is fine). Currently it's sitting at a decent 37% ranged defense, which falls short of the soft cap but I don't think Blasters can really get perfect defenses without sacrificing a lot of damage potential. (correct me if I am wrong). Icesphere's build had even less defense since Evasive Manuvuers gives you a lot more in comparison. I generally would trust Icesphere's balance on this one. 37% (25% previously with Stealth over EM) ranged defense with 4 attacks procced-out and 4 used for filler/set bonuses. Seems like a good place to start at least. <- Edit / I did not understand EM completely. I missed the part about EM losing the def bonus when you attack, Since I'm taking a hit to DEF, I think what I will do is drop "Grant Invisibility" so I can pick up Stealth to helps stack DEF with Infiltration, Hover and Weave. Think that's a good idea? < Edit / And now I'm learning that Stealth abilities don't stack. So I guess Stealth / Grant Invisibility it is (since it gives more DEF). I'm now sitting at 24%/33%/24% (M/R/Aoe) for defenses (with everything else being 24% or 34%). For Res I am at 37% Smashing and Lethal res with about 20% in everything else except Psi. Does that seem decent? (you can check the build yourself below), I'm a newish player, so I always second guess myself with any build decision. Thanks again. SEN's Variant Blaster AR-TA-AM (original designer - Icesphere).mbd 42.35 kB · 0 downloads people will give very conflicting advice on character builds and it mostly is centered around the last point i made before... how much 'self sufficiency' do you want to gear for. you can otherwise PRESUME that your teammates will always be a pack of kinetics, cold, fire, and nature corrupters all way full leadership toggles to max out your health/regen/recovery/recharge/defense/resist/attack/to-hit without you needing to worry about where your build might be lacking... cause that definitely always happens. or you can mail yourself a million inspirations so that you are unloading a full tray of candy every pack of enemies because it is definitely super fun to be playing mailbox management simulator instead of arresting baddies. regarding the defense soft cap there is nuance around that topic with incarnate critters, defense shredding, and to-hit buffs. 45% is your standard soft cap and will serve you will as a target for general purposes anyways. if you are building for 'solo' self sufficiency, a realistic/achievable target is 32.5% RANGED defense and presume to stay flying so that melee doesnt happen. 1 small purple inspiration adds 12.5% defense while active, which gets you to softcap when you feel like you need it. another target is presuming you go for BARRIER incarnate which will provide AT LEAST a consistent 5% defense boost as long as you press the button every 2 minutes... in which case you can subtract 5% from your target defense. i mentioned it before however... away from parties that are rotating barrier, blasters probably want to be running clarion incarnate for the mez protection. play long enough on that toon and you should probably have both anyways... so you can cater to the situation. something else to consider away from slots and set bonuses -- fire epic pool for bonfire specifically is extremely strong. it really is a see it to believe it kind of thing... it just creates a full on endless bounce house for the critters and also synergizes well with oil slick arrow because it ignites it. if you do go bonfire it REQUIRES KB>KD sudden accel IO in it. some build specific points otherwise... in my opinion... i dont find buckshoot needs KB > KD conversion unless you are fighting clockwork... should be able to replace with FF recharge proc i dont find flash arrow and ESD arrow to be useful but if you like them, have at it. you got extra slots in health and stamina for end recovery... i personally feel like you probably have way more endurance than you need without them. you could probably save 2 slots for something else there. eagle eye recovery is actually just super strong. feel this out though... your mileage may vary. flamethrower is extremely good. cones are often really bad but flamethrower actually has good arc radius and has good proc rate out the box. you want intuition radial paragon over musculature radial paragon incarnate. you trade endurance recovery (which you have excess of) for range, which is extremely strong on AR cones (buckshot, flamethrower, full auto). can look at different ways to slot attacks. particularly, 2 piece bombardment gives +5% range, which adds up if you slot the bonus in 2-3 attacks. not always practical but a nice way to sneak in extra range on top of intuition. also dont overlook some sets that might seem lower tier at first glance... a fun example is the artillery set in ranged aoe attacks provides (in total) 4% ranged defense at 6 piece. surveillance is ok -- if you are going to pick it, you should 100% be adding a slot for achilles heel -res proc. otherwise i dont see much point in picking up the power. general note about stealth -- it provides ~2% defense in combat, ~6% defense out of combat. beware of mids totals. sniper rifle is missing accuracy -- chasing set bonuses can be a trap sometimes. 30 HP isnt worth missing 10% of your sniper shots. m30 grenade is light on accuracy but up to you there. it is slotted nicely for damage and the 2pc winters bonus is nice to have.
SenTheFortress Posted yesterday at 04:01 AM Author Posted yesterday at 04:01 AM 1 hour ago, Sancerre said: people will give very conflicting advice on character builds and it mostly is centered around the last point i made before... how much 'self sufficiency' do you want to gear for. you can otherwise PRESUME that your teammates will always be a pack of kinetics, cold, fire, and nature corrupters all way full leadership toggles to max out your health/regen/recovery/recharge/defense/resist/attack/to-hit without you needing to worry about where your build might be lacking... cause that definitely always happens. or you can mail yourself a million inspirations so that you are unloading a full tray of candy every pack of enemies because it is definitely super fun to be playing mailbox management simulator instead of arresting baddies. regarding the defense soft cap there is nuance around that topic with incarnate critters, defense shredding, and to-hit buffs. 45% is your standard soft cap and will serve you will as a target for general purposes anyways. if you are building for 'solo' self sufficiency, a realistic/achievable target is 32.5% RANGED defense and presume to stay flying so that melee doesnt happen. 1 small purple inspiration adds 12.5% defense while active, which gets you to softcap when you feel like you need it. another target is presuming you go for BARRIER incarnate which will provide AT LEAST a consistent 5% defense boost as long as you press the button every 2 minutes... in which case you can subtract 5% from your target defense. i mentioned it before however... away from parties that are rotating barrier, blasters probably want to be running clarion incarnate for the mez protection. play long enough on that toon and you should probably have both anyways... so you can cater to the situation. something else to consider away from slots and set bonuses -- fire epic pool for bonfire specifically is extremely strong. it really is a see it to believe it kind of thing... it just creates a full on endless bounce house for the critters and also synergizes well with oil slick arrow because it ignites it. if you do go bonfire it REQUIRES KB>KD sudden accel IO in it. some build specific points otherwise... in my opinion... i dont find buckshoot needs KB > KD conversion unless you are fighting clockwork... should be able to replace with FF recharge proc i dont find flash arrow and ESD arrow to be useful but if you like them, have at it. you got extra slots in health and stamina for end recovery... i personally feel like you probably have way more endurance than you need without them. you could probably save 2 slots for something else there. eagle eye recovery is actually just super strong. feel this out though... your mileage may vary. flamethrower is extremely good. cones are often really bad but flamethrower actually has good arc radius and has good proc rate out the box. you want intuition radial paragon over musculature radial paragon incarnate. you trade endurance recovery (which you have excess of) for range, which is extremely strong on AR cones (buckshot, flamethrower, full auto). can look at different ways to slot attacks. particularly, 2 piece bombardment gives +5% range, which adds up if you slot the bonus in 2-3 attacks. not always practical but a nice way to sneak in extra range on top of intuition. also dont overlook some sets that might seem lower tier at first glance... a fun example is the artillery set in ranged aoe attacks provides (in total) 4% ranged defense at 6 piece. surveillance is ok -- if you are going to pick it, you should 100% be adding a slot for achilles heel -res proc. otherwise i dont see much point in picking up the power. general note about stealth -- it provides ~2% defense in combat, ~6% defense out of combat. beware of mids totals. sniper rifle is missing accuracy -- chasing set bonuses can be a trap sometimes. 30 HP isnt worth missing 10% of your sniper shots. m30 grenade is light on accuracy but up to you there. it is slotted nicely for damage and the 2pc winters bonus is nice to have. Very solid list of general advice. Thank you, you've given me a lot to think about. So it's best to consider yourself at -4% if you're using stealth for DEF bonus, that's very important to know the exact number. What's the softcap for accuracy? I thought it was 90%? Sniper Rifle is sitting at 89.44%. All the other powers seem to balanced around 90% as well (if they are using procs). I haven't even thought about Incarnates yet, but I'll probably choose the ones you suggested. Also something to note, this character has a specific RP and they have no superpowers so only tech based powers are on the table (which this combination succeeds at doing very well). ---- So since I'm losing some DEF from stealth in combat, I was thinking I could make up the difference somewhere else. So I swapped out the Apocolypse set for Sting of the Manticore, giving it more Accuracy (if it needs it, like you said) plus a juicy 2.5% to ranged DEF which is much more useful than the HP bonuses of Apocolypse. This gets me to 35.7%, so -4% will get me to 31.7%, The cost is 20% less base damage (and maybe a weaker proc, idk how they work exactly), but with some recharge + interrupt included in the deal. Then I can get the last 0.9% I need from Artillery, by moving around the Frozen Blast from Flamethrower (Was Ignite) to Glue Arrow (It gains the Immobilize Proc instead of Knockdown, then a Recharge/END bonus, losing 1 Damage proc). Then Artillery can be slotted into Flamethrower, going down 1 damage proc (but get 30% more base damage). That gets me to 32.6% (36.6%) when stealth drops in combat. I'm going to ease off a tiny bit of END recovery like you suggested and drop a Stamina Slot for adding the Achilles' Heel proc to Surveillance. I've honestly not been sure if I wanted Ignite or Flamethrower. I think you sold me on Flamethrower, so I swapped that in (which is thankfully seemless since it can take all the same enhancements). I think it feels good with some of your suggestions, idk if i went about it in the most optimal way. Let me know what you think (if you want to that is). SEN's Variant Blaster AR-TA-AM (original designer - Icesphere) v2.mbd
Thraxen Posted 23 hours ago Posted 23 hours ago (edited) 17 hours ago, SenTheFortress said: Did you feel like going all-in for ranged defense was lacking in some way? Would have slightly lower ranged defense, but have a bit more in other categories be better? I noticed yours was much more focused on Smashing/Lethal res and ranged defense specifically. Just trying to learn nuances of character building in this game. ty! I hate being held/mezzed. I’ve found the best way not to get held is to dodge the hold altogether. And the blaster set in one of the first attacks helps. And this guy is 100% ranged so was easy that way. I mostly play scrappers and tanks anyway so don’t feel the need to make a blapper. That is what my PB is for really. Edited 18 hours ago by Thraxen
Octogoat Posted 23 hours ago Posted 23 hours ago I dont have anything constructive to add its all pretty much been said that i have any knowledge about but oh boy have you picked a fun combo, enjoy!
SenTheFortress Posted 12 hours ago Author Posted 12 hours ago (edited) 11 hours ago, Octogoat said: I dont have anything constructive to add its all pretty much been said that i have any knowledge about but oh boy have you picked a fun combo, enjoy! One question that was unanswered was the accuracy softcap. I believe it is 90% correct? I was told that my Sniper attack at 89.7% (basically 90%) was too little, is there something specific to Sniper attacks that I don't know about? (first time using one). And for sure, I've made like 3 different blasters and this is the first one that made me say "yep, THIS is it.". Edited 12 hours ago by SenTheFortress
Sancerre Posted 12 hours ago Posted 12 hours ago 17 hours ago, SenTheFortress said: Very solid list of general advice. Thank you, you've given me a lot to think about. So it's best to consider yourself at -4% if you're using stealth for DEF bonus, that's very important to know the exact number. What's the softcap for accuracy? I thought it was 90%? Sniper Rifle is sitting at 89.44%. All the other powers seem to balanced around 90% as well (if they are using procs). I haven't even thought about Incarnates yet, but I'll probably choose the ones you suggested. Also something to note, this character has a specific RP and they have no superpowers so only tech based powers are on the table (which this combination succeeds at doing very well). ---- So since I'm losing some DEF from stealth in combat, I was thinking I could make up the difference somewhere else. So I swapped out the Apocolypse set for Sting of the Manticore, giving it more Accuracy (if it needs it, like you said) plus a juicy 2.5% to ranged DEF which is much more useful than the HP bonuses of Apocolypse. This gets me to 35.7%, so -4% will get me to 31.7%, The cost is 20% less base damage (and maybe a weaker proc, idk how they work exactly), but with some recharge + interrupt included in the deal. Then I can get the last 0.9% I need from Artillery, by moving around the Frozen Blast from Flamethrower (Was Ignite) to Glue Arrow (It gains the Immobilize Proc instead of Knockdown, then a Recharge/END bonus, losing 1 Damage proc). Then Artillery can be slotted into Flamethrower, going down 1 damage proc (but get 30% more base damage). That gets me to 32.6% (36.6%) when stealth drops in combat. I'm going to ease off a tiny bit of END recovery like you suggested and drop a Stamina Slot for adding the Achilles' Heel proc to Surveillance. I've honestly not been sure if I wanted Ignite or Flamethrower. I think you sold me on Flamethrower, so I swapped that in (which is thankfully seemless since it can take all the same enhancements). I think it feels good with some of your suggestions, idk if i went about it in the most optimal way. Let me know what you think (if you want to that is). SEN's Variant Blaster AR-TA-AM (original designer - Icesphere) v2.mbd 44.2 kB · 2 downloads chance to hit softcap is 95%, not sure where you heard 90% from. you want to reference +4 critters typically but you can drop that number if you feel like you would be fighting against critters at lower levels typically. perhaps you may have been confused about procs -- they have a 90% maximum chance to occur on each skill use. procs are a giant rabbit hole to talk about so i recommend searching for a better resource here but generally speaking 'standard' procs are 3.5 ppm and do ~72 damage at level cap -- you can use a total of FIVE (5) of the same across your build. 'purple' procs are 4.5 ppm and do ~107 damage at level cap -- you can only use ONE (1) of the same across your build. ppm or procs per minute is the giant rabbit hole there... just know that SLOTTED recharge and incarnate alpha recharge (like agility paragon) will severely effect your proc rate; however, GLOBAL recharge does NOT effect proc rate. so generally speaking, anything you are putting procs in, you want to avoid putting recharge in... unless you are willing to take the hit or the procs per minute math actually doesnt hurt the skill's proc chance at the recharge you slotted in. sting of the manticore is a very good set (and especially the 3 piece bonus) but the 2 of the 3 enhancements you chose are what i would consider the 'bad' ones. again, generally avoid recharge like the plague if you are doing any procs in the skill. damage/acc, damage/end, and toxic proc are golden. you took out the apoc shadow damage proc, you do want to be using purple procs somewhere cause they are 'better'. im not a big fan of decimation build up proc personally so i would swap out apoc shadow proc here but up to you. something to specifically note about glue arrow -- it is extremely good BUT the procs are only on the single target you have selected... beyond that i think there is some miniscule chance it would proc over its duration in the area... but if it does, its not worth talking about. 100% worth proc bombing for single target damage chains anyways, as you have. as far as ignite vs flamethrower... my opinion is that you want BOTH. ignite and sniper are your 2 staple single target buttons to rotate with. they are both very high damage. flamethrower and m30 are your aoe (and buckshot to a lesser extent), alongside full auto as your NUKE. in the aoe tree there, m30's damage is not 'spectacular' whereas flamethrower can really put down some serious damage. my build is below, for reference. do note that i would change various things (especially full auto) but doing respecs can be annoying and the build is serviceable enough for me. Blaster (Assault Rifle - Tactical Arrow).mbd
SenTheFortress Posted 8 hours ago Author Posted 8 hours ago (edited) 5 hours ago, Sancerre said: chance to hit softcap is 95%, not sure where you heard 90% from. you want to reference +4 critters typically but you can drop that number if you feel like you would be fighting against critters at lower levels typically. perhaps you may have been confused about procs -- they have a 90% maximum chance to occur on each skill use. procs are a giant rabbit hole to talk about so i recommend searching for a better resource here but generally speaking 'standard' procs are 3.5 ppm and do ~72 damage at level cap -- you can use a total of FIVE (5) of the same across your build. 'purple' procs are 4.5 ppm and do ~107 damage at level cap -- you can only use ONE (1) of the same across your build. ppm or procs per minute is the giant rabbit hole there... just know that SLOTTED recharge and incarnate alpha recharge (like agility paragon) will severely effect your proc rate; however, GLOBAL recharge does NOT effect proc rate. so generally speaking, anything you are putting procs in, you want to avoid putting recharge in... unless you are willing to take the hit or the procs per minute math actually doesnt hurt the skill's proc chance at the recharge you slotted in. sting of the manticore is a very good set (and especially the 3 piece bonus) but the 2 of the 3 enhancements you chose are what i would consider the 'bad' ones. again, generally avoid recharge like the plague if you are doing any procs in the skill. damage/acc, damage/end, and toxic proc are golden. you took out the apoc shadow damage proc, you do want to be using purple procs somewhere cause they are 'better'. im not a big fan of decimation build up proc personally so i would swap out apoc shadow proc here but up to you. something to specifically note about glue arrow -- it is extremely good BUT the procs are only on the single target you have selected... beyond that i think there is some miniscule chance it would proc over its duration in the area... but if it does, its not worth talking about. 100% worth proc bombing for single target damage chains anyways, as you have. as far as ignite vs flamethrower... my opinion is that you want BOTH. ignite and sniper are your 2 staple single target buttons to rotate with. they are both very high damage. flamethrower and m30 are your aoe (and buckshot to a lesser extent), alongside full auto as your NUKE. in the aoe tree there, m30's damage is not 'spectacular' whereas flamethrower can really put down some serious damage. my build is below, for reference. do note that i would change various things (especially full auto) but doing respecs can be annoying and the build is serviceable enough for me. Blaster (Assault Rifle - Tactical Arrow).mbd 43.9 kB · 2 downloads Hm, someone else told me it was 90% a long time ago, I guess they are mistaken or perhaps they were confused about the 90% proc rate max chance like you said. Regardless, those are very good things to think about. Forgoing recharge on proc heavy powers is the way to go then. Thanks for the insight. I think I am going to experiment further, I might want a different power or two and some set bonuses from those could be better. -> this is what I currently have after messing around for awhile SEN's Variant Blaster AR-TA-AM (original designer - Icesphere) v3.mbd Edited 6 hours ago by SenTheFortress
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