MirAdj Posted August 13 Posted August 13 (edited) Feel free to send me to a different archetype if necessary; I am trying to build an excellent single-target toon under the following caveats and would like some help; Not a melee toon. I will deal with a Blaster's secondary being melee but that is as far as I will go. No scrapper, stalker, etc. I would prefer Troller, Fender, or Corruptor, but my understanding is that they do not measure up to Blaster's damage. No equipment. No rifle, devices, arrows Stats based on Level 50 with full incarnates. I do not care if it is good at low levels if it is not the top at end game. Preferably not fire. I dislike fire. I admit that I cannot justify my stance, so don't bother asking. Any suggestions with explanations? I heard that Ice is second only to fire, so that is as far as I could manage on my own. Edited August 13 by MirAdj
Force Redux Posted August 13 Posted August 13 Ice/ice blaster. Mine is essentially a controller lite with excellent damage. Very safe. 3 @Force Redux on Everlasting ----- (read my guide) ----- Gather the Shadows: A Dark Miasma Primer for Masterminds
Maelwys Posted August 13 Posted August 13 (edited) /Ice is certainly safe; but I'm not sure it's all that ranged-friendly. Ice Patch, Frozen Aura and Freezing Touch are genrally regarded as the set's best powers and they're Melee or PBAoE. Shiver might help a bit for mitigation I guess. IMO /Tactical Arrow is the best Ranged secondary, but if that's off the table: + /Energy (Boost Range, and also for setting Power Thrust on Autofire to punt away anything that gets too close) + /Martial Combat (Reach for the Limit and Inner Will; plus Ki Push for sticking on Autofire. And maybe Throw Sand and Burst of Speed too) + /Mental (It has a few ranged cones; even if their animation time is a bit long. Its Ranged Immobilise and TK Thrust can help keep stuff away) + /Plant (Vines and Entangle are decent. Strangler and Spore Cloud are OK-ish) + /Atomic (Electron Shackles and Positron Cell are Ranged. Metabolic Acceleration increases your recharge rate) + /Temporal (Time Wall, Time Stop, Time Shift are all ranged. Time Lord increases your recharge rate) If it was me I'd likely go /Temporal, /Martial or /Atomic. /Martial will be safest but /Temporal and /Atomic's +recharge buff will help your Ice Blast attack chain more since it wants a lot of global recharge. Atomic would also provide a filler attack or two that can take the Achilles' Heel -res proc (e.g. if you're not using Weaken Resolve). 6 hours ago, MirAdj said: I would prefer Troller, Fender, or Corruptor, but my understanding is that they do not measure up to Blaster's damage. Specific Corruptor combos are very powerful (and you'd not be working against your own Secondary by avoiding the highest DPA melee abilities!) Ice/Cold Corr is the obvious standout that's good for everything. If it didn't have the "Ice Blast + no weaponry" caveats I'd be recommending a few Sentinel builds (Elec Blast and Beam Rifle are both very decent). Edited August 13 by Maelwys 1
professoronblow Posted August 17 Posted August 17 I would recommend plant. You can lean into the control aspect so nicely with entangle and strangler. Plus all the holds in ice, and some debuffs- about as close to a controller as you can get playing a blaster. the epic pools can add additional holds, too. You can skip the melee powers and take 4-5 out of ice, leaving room for some flavorful picks in other pools. Maybe color the plants blue and make it look like icicles. just an idea- let us know what you pick! 1
Force Redux Posted August 17 Posted August 17 (edited) I do like plant... And it does for some concepts (water/plant, recolored it as sea weed), and it has holds for extra control, vines is great at range with the Lockdown hold proc. Plus the sustain offers a nice vine graphic that's pretty unique for nature concepts Edited August 17 by Force Redux @Force Redux on Everlasting ----- (read my guide) ----- Gather the Shadows: A Dark Miasma Primer for Masterminds
JediDave Posted August 18 Posted August 18 /energy is great for going full range. The sustain is target independent, boost range helps thematically, and the T1 melee attack is just giant knockback to get melee enemies out of your face. That being said, if you just want big ST damage at range, corruptor and sentinel are also viable choices with a bit more flexibility, and even a dominator could do what you're looking for. If you're looking for ST damage for AV/GM purposes, corruptors' scourge will help out a ton, and they have a lot of debuff options that will pump up your damage and the rest of the team's damage on that big target. If you just want to delete standard bosses, blaster is still probably your best bet, though sentinel isn't too far behind and can survive a lot better if your team isn't the best. Following your caveats, I'd say Ice/Energy blaster, Ice/Cold corruptor, and Elec/Bio Sentinel are your best bet. Bio I would say minimal visuals and the damage adaptation.
Nemu Posted August 18 Posted August 18 On 8/12/2025 at 11:44 PM, MirAdj said: I will deal with a Blaster's secondary being melee but that is as far as I will go I don't know what you really mean by this, are you ok with using melee attacks in a blaster's arsenal or no? Your statement doesn't make your intent super clear. If you are open to punching stuff in the face with a blaster I'd highly endorse electrical manipulation. It has multiple tools to keep you alive in melee range and it adds another hold to your arsenal. There are not many secondaries that comes close to /Elec in terms of consistent, reliable melee range mitigation AND ST damage output. 2 Liberty, Torchbearer, Excelsior, Everlasting Jezebel Delias Level 50 Fire/Elec/Mace Blaster I am the Inner Circle!
Thraxen Posted August 19 Posted August 19 Do ninja and just skip the sword powers. Adds chance to crit to your ice attacks. Probably not the best with blizzard vs other t9s, perhaps? My ar/nin is super fun but I took two of the sword attacks. But he mostly ranged.
MirAdj Posted August 19 Author Posted August 19 On 8/18/2025 at 10:30 AM, Nemu said: I don't know what you really mean by this, are you ok with using melee attacks in a blaster's arsenal or no? Your statement doesn't make your intent super clear. (Not a melee toon. I will deal with a Blaster's secondary being melee but that is as far as I will go. ) I might have been misremembering things, since I so rarely played Blaster. My (incorrect) memory was that Primary was ranged attacks and Secondary was melee attacks. But in viewing all the secondaries now, they appear more support/control than melee damage. Sorry for the confusion.
MirAdj Posted August 19 Author Posted August 19 Thank you all for the feedback. I'm currently trying Ice/Time, but will probably do some others as well. 1
Force Redux Posted August 25 Posted August 25 /Ice is certainly safe; but I'm not sure it's all that ranged-friendly. Ice Patch, Frozen Aura and Freezing Touch are genrally regarded as the set's best powers and they're Melee or PBAoE. Shiver might help a bit for mitigation I guess. I would actually argue that ice passion Frozen or are actually very good for ranged characters, because they keep things trying to melee with you away from you. There are many maps where you can't just hover or get distance, and so having alternate means to deal with meleers is helpful. Narrow corridor or cave? Ice patch. Mobs get to close? Tag then with frozen aura, makes it easier to kite. 🙂🥶❄️🧊 1 @Force Redux on Everlasting ----- (read my guide) ----- Gather the Shadows: A Dark Miasma Primer for Masterminds
Maelwys Posted August 25 Posted August 25 2 hours ago, Force Redux said: I would actually argue that ice passion Frozen or are actually very good for ranged characters, because they keep things trying to melee with you away from you. Ice Patch is PBAoE Knockdown. It's useful, but it's not going to increase your ranged damage output at all. Frozen Aura is a high damage PBAoE attack masquerading as a CC. Sleeps have gotten a little better recently but a Mag3 non-deep one is at best going to momentarily mez LTs until your Blizzard or Ice Storm ticks wake them up. Shiver is decent and can consistently make a spawn hit the -movement speed cap from a good distance away... but if you're after a melee keepaway ability, IMO you'd be considerably better off just taking Bonfire and not slotting it for KB>KD.
Force Redux Posted August 26 Posted August 26 6 hours ago, Maelwys said: Ice Patch is PBAoE Knockdown. It's useful, but it's not going to increase your ranged damage output at all. Frozen Aura is a high damage PBAoE attack masquerading as a CC. Sleeps have gotten a little better recently but a Mag3 non-deep one is at best going to momentarily mez LTs until your Blizzard or Ice Storm ticks wake them up. Shiver is decent and can consistently make a spawn hit the -movement speed cap from a good distance away... but if you're after a melee keepaway ability, IMO you'd be considerably better off just taking Bonfire and not slotting it for KB>KD. Bah, sorry @Maelwys I was thinjking of the -slow on the sustain toggle, I should know better lol. U are right of course. Iced Patch is very useful. It's very range friendly. Not dying is always good for dps. I love it in my blaster, and stalker. Nice thing about CoX, there's more than one way to do anything, so the more ideas the merrier. 1 @Force Redux on Everlasting ----- (read my guide) ----- Gather the Shadows: A Dark Miasma Primer for Masterminds
Mr_Enigma Posted August 26 Posted August 26 (edited) Energy Manipulation is pretty melee-heavy, but its really great for just having access to power boost: it extends the length of your two holds (and stuns from EM attacks, if you end up using them), and lesser-known, it increases the -tohit in Blizzard and Bitter Ice Blast (shoring up any lacking defenses). Oh, it also greatly enhances the slows from ice attacks. I would suggest keeping an open mind on melee attacks. Energy Manipulation is very hard-hitting, and oh-so-satisfyingly "Bam! Pow! Crunch!". And with good defenses, Ice/EM blasters can be the quintessential blaptroller - blaster, scrapper, and controller. I LOVE the combo. Here's my build: Baron Arcanum - Blaster (Ice Blast).mxd EDIT to add: Power Boost also boosts your defense powers for 15 seconds (but not your defense bonuses from IOs, keep in mind). It can really help deflect alpha strikes if you have meaningful defense powers. Edited August 26 by Mr_Enigma
Force Redux Posted August 29 Posted August 29 (edited) @vidicate Hi there. So there are likely future changes I'll make to this build, but it serves me well at the moment. I do not blap on this build, it is meant for mostly ranged - if you do blap, Frozen Aura and another melee attack would serve you well, and perhaps less focus on Ranged Defense (lean into S/L/E instead). I like to sit back, chill (ha ha), and toss out icy blasts and control stuff while mocking enemies for being slowpokes. Primary Goal: have capped Ranged Defense, and toss in procs to increase damage. Get S/L/E/N to respectable levels. I've got 45% slow resist, which is fine however, since 1) I don't melee, 2) I fly and avoid Knives' annoying caltrops and 3) I tend to control/kill things before that becomes problematic. Has Ranged Defense of 46% in combat. Has 33% Smash/Lethal Defense (so if something tries to get close, you are easily capped with a purple insp) Energy/Negative Defense of 47% (helps vs. attacks that carry status effects and the worst debuffs in the game, typically). Resists are minimal at best. So if you get hit/hurt you can lean on Hibernate to recover or shed debuffs. I barely use it myself, but it's nice to have. Hoarfrost is your heal, but you can use it proactively if you wish. I did not need or care to have it at prema. Again, see my points above: I don't melee, I fly, and I tend to control/kill things. There's a LOT of slow in here, so things that attack don't generally get another chance to do so. I like Snowstorm for applying toggles things for pulling, to interrupt actions, and to irritate mobs (ie, in MSRs on the grates). Every one of my characters has full stealth/invis in some way, shape or form (except my tankers), so if you don't care for it, simply move build up / aim earlier in the build. Ice Patch is great in close quarters combat, since you may not always be able to stay at range. Lay it down and things that get close will have a hard time, and in conjunction with your Frigid Protection and controls (your three holds) you should be pretty darn safe. I went Intuition Partial Radial Revamp for Alpha (NOT reflected in the build below), because Damage/EndMod/Hold/Range was too tasty to pass up. You can stack holds if you like with Freezing Touch (15 secs mag 3) and Freeze Ray and BFR (12.6 seconds mag 3 each) to keep things perma held that you dont want to deal with. You have a net gain of 3 end/sec in this build plus procs. You won't run out unless sapped. For my other incarnates, I went Cryonic, Clarion, Assault, Spectral and Banished Pantheon, but really since all issues are generally solved by the base build you can do for whatever you like. All in all a fun build, suits me just fine and works with my power fantasy of being an icy overlord. Enjoy! Spoiler Ice Ice Blaster - Hero Blaster Build plan made with Mids Reborn v3.7.14 rev. 3 ────────────────────────────── Primary powerset: Ice Blast Secondary powerset: Ice Manipulation Pool powerset (#1): Flight Pool powerset (#2): Concealment Pool powerset (#3): Leadership Pool powerset (#4): Speed Epic powerset: Ice Mastery ────────────────────────────── Powers taken: Level 1: Ice Bolt A: Thunderstrike: Accuracy/Damage 3: Thunderstrike: Damage/Endurance 3: Thunderstrike: Damage/Recharge 5: Thunderstrike: Accuracy/Damage/Recharge 5: Thunderstrike: Accuracy/Damage/Endurance 7: Thunderstrike: Damage/Endurance/Recharge Level 1: Chilblain A: Superior Winter's Bite: Accuracy/Damage 7: Superior Winter's Bite: Damage/RechargeTime 9: Superior Winter's Bite: Accuracy/Damage/Endurance 9: Superior Winter's Bite: Accuracy/Damage/Recharge 11: Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime 11: Superior Winter's Bite: Recharge/Chance for -Speed & -Recharge Level 2: Ice Blast A: Superior Defiant Barrage: Accuracy/Damage 13: Superior Defiant Barrage: Damage/RechargeTime 13: Superior Defiant Barrage: Accuracy/Damage/RechargeTime 15: Superior Defiant Barrage: Accuracy/Damage/Endurance 15: Superior Defiant Barrage: Accuracy/Damage/Endurance/RechargeTime 17: Superior Defiant Barrage: RechargeTime/+Status Level 4: Hover A: Luck of the Gambler: Defense/Increased Global Recharge Speed 17: Kismet: Accuracy +6% 19: Blessing of the Zephyr: Knockback Reduction (4 points) 50: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance Level 6: Fly A: Winter's Gift: Slow Resistance (20%) 19: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance 21: Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range Level 8: Freeze Ray A: Thunderstrike: Accuracy/Damage 21: Thunderstrike: Accuracy/Damage/Endurance 23: Thunderstrike: Accuracy/Damage/Recharge 23: Thunderstrike: Damage/Endurance/Recharge 25: Ghost Widow's Embrace: Chance of Damage(Psionic) 25: Unbreakable Constraint: Chance for Smashing Damage Level 10: Frigid Protection A: Invention: Endurance Modification 27: Performance Shifter: EndMod 27: Performance Shifter: Chance for +End 29: Invention: Healing 29: Miracle: Heal 31: Miracle: +Recovery Level 12: Ice Storm A: Artillery: Accuracy/Damage 31: Artillery: Damage/Endurance 33: Artillery: Damage/Recharge 33: Artillery: Accuracy/Damage/Recharge 33: Artillery: Accuracy/Recharge/Range 34: Artillery: Endurance/Recharge/Range Level 14: Stealth A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 16: Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed 34: Luck of the Gambler: Defense/Endurance Level 18: Bitter Ice Blast A: Thunderstrike: Accuracy/Damage 36: Thunderstrike: Accuracy/Damage/Endurance 36: Thunderstrike: Damage/Endurance/Recharge 36: Thunderstrike: Accuracy/Damage/Recharge 37: Impeded Swiftness: Chance of Damage(Smashing) 37: Ice Mistral's Torment: Chance for Cold Damage Level 20: Ice Patch A: Invention: Recharge Reduction Level 22: Bitter Freeze Ray A: Ice Mistral's Torment: Accuracy/Damage/Endurance/Recharge 34: Ice Mistral's Torment: Accuracy/Damage/Endurance 39: Ice Mistral's Torment: Damage/Recharge 39: Ice Mistral's Torment: Chance for Cold Damage 39: Ice Mistral's Torment: Damage/Slow 40: Gladiator's Net: Accuracy/Endurance/Recharge/Hold Level 24: Tactics A: Adjusted Targeting: To Hit Buff/Endurance Level 26: Blizzard A: Superior Blaster's Wrath: Accuracy/Damage 40: Superior Blaster's Wrath: Damage/Recharge 40: Superior Blaster's Wrath: Accuracy/Damage/Recharge 42: Superior Blaster's Wrath: Accuracy/Damage/Endurance 42: Superior Blaster's Wrath: Accuracy/Damage/Endurance/Recharge 42: Superior Blaster's Wrath: Recharge/Chance for Fire Damage Level 28: Freezing Touch A: Mako's Bite: Accuracy/Damage 43: Mako's Bite: Damage/Endurance 43: Mako's Bite: Damage/Recharge 43: Mako's Bite: Accuracy/Endurance/Recharge 45: Mako's Bite: Accuracy/Damage/Endurance/Recharge 45: Mako's Bite: Chance of Damage(Lethal) Level 30: Hasten A: Invention: Recharge Reduction 45: Invention: Recharge Reduction Level 32: Build Up A: Invention: Recharge Reduction 46: Gaussian's Synchronized Fire-Control: Chance for Build Up Level 35: Snow Storm A: Tempered Readiness: Endurance/Recharge/Slow Level 38: Hoarfrost A: Numina's Convalesence: Heal/Recharge 46: Doctored Wounds: Heal/Recharge 46: Panacea: Heal/Recharge Level 41: Frozen Armor A: Luck of the Gambler: Defense/Increased Global Recharge Speed 48: Luck of the Gambler: Defense/Endurance 48: Unbreakable Guard: +Max HP 48: Gladiator's Armor: TP Protection +3% Def (All) 50: Steadfast Protection: Resistance/+Def 3% Level 44: Hibernate A: Invention: Recharge Reduction Level 47: Aim A: Invention: Recharge Reduction Level 49: Evasive Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed ────────────────────────────── Inherents: Level 1: Brawl (Empty) Level 1: Defiance Level 1: Sprint (Empty) Level 2: Rest (Empty) Level 1: Swift A: Invention: Flight Speed Level 1: Health A: Numina's Convalesence: +Regeneration/+Recovery 31: Panacea: +Hit Points/Endurance 37: Preventive Medicine: Chance for +Absorb Level 1: Hurdle A: Invention: Jumping Level 1: Stamina A: Performance Shifter: EndMod 50: Performance Shifter: Chance for +End Level 6: Afterburner Edited August 29 by Force Redux 1 @Force Redux on Everlasting ----- (read my guide) ----- Gather the Shadows: A Dark Miasma Primer for Masterminds
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