Jump to content
The Beta Account Center is temporarily unavailable ×
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Recommended Posts

Posted

So I put together a blaster with some powers that fit the theme of the character I made.  He's a Radiation blast/ Temporal Manipulation blaster.

 

I was looking around the forums, and youtube and couldn't find much in the way of topics/ discussion on this build, and specifically on Temporal Manipulation.

 

As I wanted to try this combo out, I figured I would put something together and see what opinions are out there.  So, let me know what you think and any suggestions are welcome.

 

I think that I've gotten a good mix of defenses and resists.  As I'm not really playing this toon from level 1, I probably don't think I'll ever need/ use Time Wall.

Blaster (Radiation Blast - Temporal Manipulation).mbd

Posted
  • Why are you skipping the ATO procs? You're also passing on some juicy 6-piece bonuses (i.e., 5% ranged defense for Superior Blaster's Wrath). 
  • My personal preference would be to take X-Ray Beam over Neutrino Bolt. Superior Defiant Barrage (including the proc) should be slotted in whichever T1 you select. By slotting the status protection proc it in a power you can use while mezzed, you essentially get break free.
  • While Time Wall is underwhelming as an attack, it buffs other powers when the target is subject to the Delayed effect. For example, Aging Touch and End of Time do bonus damage, Time Stop and Time Shift pick up an additional 1 mag and Future Pain gets a 100% mag 3 fear. Mostly not meaningful for you since you're skipping most of these. In addition, as a T1 power it can be used while mezzed.
  • Irradiate is a very good candidate for %dmg procs as well as the Achille's Heel proc.
  • Stealth requires end reduction.
  • Chronos should be slotted with the Gaussian's %BU proc. It doesn't need capped recharge. I generally try to match the recharge with that in Atomic Blast.
  • Unclear why you're slotting the Touch of Lady Grey proc in Proton Volley instead of the Sting of the Manticore proc. Same damage and chance to fire at the cost of 4.5% T/P resist.
  • Slotting Evasive Maneuvers for defense is a waste. All its defense suppresses in combat.
  • Maneuvers requires end reduction.
  • Unclear why you're slotting the Touch of Lady Grey proc in Cosmic Burst instead of the Apocalypse proc. The Apocalypse proc has a higher chance to fire and gives you 5% psi defense as a set bonus. 
  • While Time Lord is a great place for res uniques, slotting it for resist isn't that productive (it only provides 7% energy resist). I would switch the Gladiator's Armor res for Unbreakable Guard +HP.
  • Personal Force Field doesn't need it's defense enhanced. It's soft capped out of the box.
  • Slotting Repulsion Field with KB>KD drops its chance to trigger from 110% to 10%. 
  • Mid's is out of date. Repulsion Bomb was changed to Force Bomb in i27p7. Now does kb (not kd) and has -res.
    https://cod.uberguy.net/html/power.html?power=epic.force_mastery.repulsion_bomb&at=blaster
  • Like 1
Posted
22 hours ago, Uun said:
  • Why are you skipping the ATO procs? You're also passing on some juicy 6-piece bonuses (i.e., 5% ranged defense for Superior Blaster's Wrath). 
  • My personal preference would be to take X-Ray Beam over Neutrino Bolt. Superior Defiant Barrage (including the proc) should be slotted in whichever T1 you select. By slotting the status protection proc it in a power you can use while mezzed, you essentially get break free.
  • While Time Wall is underwhelming as an attack, it buffs other powers when the target is subject to the Delayed effect. For example, Aging Touch and End of Time do bonus damage, Time Stop and Time Shift pick up an additional 1 mag and Future Pain gets a 100% mag 3 fear. Mostly not meaningful for you since you're skipping most of these. In addition, as a T1 power it can be used while mezzed.
  • Irradiate is a very good candidate for %dmg procs as well as the Achille's Heel proc.
  • Stealth requires end reduction.
  • Chronos should be slotted with the Gaussian's %BU proc. It doesn't need capped recharge. I generally try to match the recharge with that in Atomic Blast.
  • Unclear why you're slotting the Touch of Lady Grey proc in Proton Volley instead of the Sting of the Manticore proc. Same damage and chance to fire at the cost of 4.5% T/P resist.
  • Slotting Evasive Maneuvers for defense is a waste. All its defense suppresses in combat.
  • Maneuvers requires end reduction.
  • Unclear why you're slotting the Touch of Lady Grey proc in Cosmic Burst instead of the Apocalypse proc. The Apocalypse proc has a higher chance to fire and gives you 5% psi defense as a set bonus. 
  • While Time Lord is a great place for res uniques, slotting it for resist isn't that productive (it only provides 7% energy resist). I would switch the Gladiator's Armor res for Unbreakable Guard +HP.
  • Personal Force Field doesn't need it's defense enhanced. It's soft capped out of the box.
  • Slotting Repulsion Field with KB>KD drops its chance to trigger from 110% to 10%. 
  • Mid's is out of date. Repulsion Bomb was changed to Force Bomb in i27p7. Now does kb (not kd) and has -res.
    https://cod.uberguy.net/html/power.html?power=epic.force_mastery.repulsion_bomb&at=blaster

Sorry, but what ATO Procs?  I'm not familiar with that term?

So you're saying that you can use some powers while mezzed?  I don't see that anywhere in the discription of the powers.

I thought that using personal force field for the bonus it provides even when not on would be a good place as It probably won't be used much in normal play.

What would you suggest I slot into Repulsion Field.  I've never used it before, so I'm not sure what it's actual ingame use looks like.

So in your opinion, what do you think about Force bomb.  I was planning on using it as a 1-2 hit with Neutron bomb as they both look to do the same thing as a targetted AoE.

 

I've made the suggested changes (I think) And I've added an additional rez debuff to Irradiate, not sure if doubling them up is worth losing the extra damage proc chance.

Major Atom Endgame - Blaster (Radiation Blast - Temporal Manipulation).mbd

Posted
6 minutes ago, RASAL0M said:

Sorry, but what ATO Procs?  I'm not familiar with that term?

ATOs are Archetype Enhancements. In the case of blasters, (Superior) Defiant Barrage and Blaster's Wrath are the ATO sets. Blaster's Wrath has a %dmg proc as its 6th piece. ATO %dmg procs have a higher chance to fire and do more damage than standard procs. Defiant Barrage has a chance for status protection as its 6th piece. 

 

You appear to have dropped Superior Blaster's Wrath entirely. I would keep that in the build, perhaps replacing one of the purple sets (you're already maxed out on 10% recharge bonuses).

13 minutes ago, RASAL0M said:

So you're saying that you can use some powers while mezzed?  I don't see that anywhere in the discription of the powers.

This is part of the blaster inherent, Defiance. All blasters can use the T1 and T2 powers in their primary and the T1 power in their secondary while mezzed.

https://homecoming.wiki/wiki/Defiance

 

15 minutes ago, RASAL0M said:

I thought that using personal force field for the bonus it provides even when not on would be a good place as It probably won't be used much in normal play.

The 3-piece set bonuses from Gift of the Ancients aren't great. You would be better off slotting the Shield Wall and Reactive Defense +res uniques. 

21 minutes ago, RASAL0M said:

What would you suggest I slot into Repulsion Field.  I've never used it before, so I'm not sure what it's actual ingame use looks like.

I would suggest you skip it entirely. You don't need it to get Temp Invul or Force Bomb. I'm not sure I've ever seen it used in game. Although it received a small buff recently (reducing its endurance cost), it's not a good power.

 

24 minutes ago, RASAL0M said:

So in your opinion, what do you think about Force bomb.  I was planning on using it as a 1-2 hit with Neutron bomb as they both look to do the same thing as a targetted AoE.

I've never taken it, but it should be fine provided you add a KB>KD.

40 minutes ago, RASAL0M said:

I've made the suggested changes (I think) And I've added an additional rez debuff to Irradiate, not sure if doubling them up is worth losing the extra damage proc chance.

I would swap one of the procs in Irradiate for an acc IO or acc/dmg HO. 

 

The end reductions in Stealth, Maneuvers and Evasive Maneuvers don't need to be +5. For Stealth and Maneuvers I would switch to LOTG def/end.

Posted
On 9/18/2025 at 3:28 PM, RASAL0M said:

So I put together a blaster with some powers that fit the theme of the character I made.  He's a Radiation blast/ Temporal Manipulation blaster.

What are your expectations for success for this build? Are there thematic elements you'd like to stick to/pet powers that you want keep?

 

Looking at the technical elements of the build, you are over the cap on 10% recharge set bonuses.

 

I also think aim deserves a power pick. I think some powers can be sequenced to give you a better experience for exemplaring down to do lower level content.

 

The current build goes all in on recharge bonuses, why? What's your plan for survival?

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted (edited)
7 hours ago, Uun said:

ATOs are Archetype Enhancements. In the case of blasters, (Superior) Defiant Barrage and Blaster's Wrath are the ATO sets. Blaster's Wrath has a %dmg proc as its 6th piece. ATO %dmg procs have a higher chance to fire and do more damage than standard procs. Defiant Barrage has a chance for status protection as its 6th piece. 

 

You appear to have dropped Superior Blaster's Wrath entirely. I would keep that in the build, perhaps replacing one of the purple sets (you're already maxed out on 10% recharge bonuses).

This is part of the blaster inherent, Defiance. All blasters can use the T1 and T2 powers in their primary and the T1 power in their secondary while mezzed.

https://homecoming.wiki/wiki/Defiance

 

The 3-piece set bonuses from Gift of the Ancients aren't great. You would be better off slotting the Shield Wall and Reactive Defense +res uniques. 

I would suggest you skip it entirely. You don't need it to get Temp Invul or Force Bomb. I'm not sure I've ever seen it used in game. Although it received a small buff recently (reducing its endurance cost), it's not a good power.

 

I've never taken it, but it should be fine provided you add a KB>KD.

I would swap one of the procs in Irradiate for an acc IO or acc/dmg HO. 

 

The end reductions in Stealth, Maneuvers and Evasive Maneuvers don't need to be +5. For Stealth and Maneuvers I would switch to LOTG def/end.

Thanks for pointing all that out.  I'm made some updates, I've swapped out the Atomic Blast enhancements for the whole set of Superior Blaster's Wrath.  I've removed Repulsion Field and replaced it with tactics with to hit buff,  now have 3 more enhancement slots. I was thinking of throwing them in Time Shift and getting the 2 piece bonus for both UG + GA by taking Resist on both. and I found that enhancement to change knockback to knockdown that skill.

 

When I swap a proc in Irradiate, Mids tells me that the accuracy doesn't change.  It just sits at 82.5%, so I don't know if that means it's capped or if it's just not showing correctly. I've updated the build here.

 

Major Atom Endgame - Blaster (Radiation Blast - Temporal Manipulation).mbd

Edited by RASAL0M
Posted
6 hours ago, Nemu said:

What are your expectations for success for this build? Are there thematic elements you'd like to stick to/pet powers that you want keep?

 

Looking at the technical elements of the build, you are over the cap on 10% recharge set bonuses.

 

I also think aim deserves a power pick. I think some powers can be sequenced to give you a better experience for exemplaring down to do lower level content.

 

The current build goes all in on recharge bonuses, why? What's your plan for survival?

I find that early game stuff, like task forces etc is not really going to be done all that often.  Probably a couple of times for the badges and so forth, but I'm never going to be running them solo.  As for the recharge, I want perma hasten, and it looks like, at least according to MIDS that all the reduction I have slotted are actually lowering the recharge of all the powers.. so is it a global 10% cap or 10% per power cap and global is added on top?

 

As for survival, well, I plan to be at range, for small numbers of mobs, and will probably be sniping them from the air.  For large packs, it's Triple AoEs with time shift, end of time, and atomic blast combo.  Doubt much will survive it, and those that do will be held and stunned.  And that's only if/ when I'm soloing.  As you can see the build is mostly AoEs, so I plan to be using him to farm alot.

 

Aside from that, I'd love to know what order you think would be better to take the powers in for doing that lower level content. 

Posted
51 minutes ago, RASAL0M said:

so is it a global 10% cap or 10% per power cap and global is added on top

You can only have 5x of any set bonus. The 10% global recharge bonuses cap at 5x, the LOTG 7.5% global recharge cap at 5x, etc.

Posted
1 hour ago, RASAL0M said:

so is it a global 10% cap or 10% per power cap and global is added on top?

When you hit the view active sets button you see the pop up window to the left. It tells you there are bonuses over the cap of 5 of the same type. That's the rule of 5, additional set bonuses of the same type after 5 do nothing. I posted my comments before you made your last iteration. That one doesn't violate the rule of 5 anymore.

 

image.thumb.png.ee303fa1d83bfddc7573d30a2fa7fe61.png

 

The more interesting questions to me are:

1 - why do you NEED perma hasten?

 

2 - Time shift only stuns minions, end of time has a tiny 7 foot radius meaning you have to hug enemies to hit as many as possible, Atomic blast locks you in animation for about 3 seconds during which, assuming minions are stunned, anything that's not a minion is still attacking you. Factoring the cast times of the 3 powers you mentioned, you are looking at 7 seconds in which your enemies can get hits on you. How do you expect survive the crack back during that time?

 

3 - mob range will equal yours except in very rare instances. Also, what if you can't fly high? What if they toss a web grenade that grounds and immobilizes you? 

 

4 - if you are planning to farm, do you know what makes a build suitable for farming? Are you aware of this thread? 

You can make a second account and make a dedicated farming alt if you want a farmer. This also allows you to powerlevel your alts on the main accounts should you wish to. Farming builds are very different than builds for regular content. While you can farm with your blaster in your current state, you are jumping through a lot more hoops than you need to in order to be successful at that activity.

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted
2 hours ago, Nemu said:

When you hit the view active sets button you see the pop up window to the left. It tells you there are bonuses over the cap of 5 of the same type. That's the rule of 5, additional set bonuses of the same type after 5 do nothing. I posted my comments before you made your last iteration. That one doesn't violate the rule of 5 anymore.

 

image.thumb.png.ee303fa1d83bfddc7573d30a2fa7fe61.png

 

The more interesting questions to me are:

1 - why do you NEED perma hasten?

 

2 - Time shift only stuns minions, end of time has a tiny 7 foot radius meaning you have to hug enemies to hit as many as possible, Atomic blast locks you in animation for about 3 seconds during which, assuming minions are stunned, anything that's not a minion is still attacking you. Factoring the cast times of the 3 powers you mentioned, you are looking at 7 seconds in which your enemies can get hits on you. How do you expect survive the crack back during that time?

 

3 - mob range will equal yours except in very rare instances. Also, what if you can't fly high? What if they toss a web grenade that grounds and immobilizes you? 

 

4 - if you are planning to farm, do you know what makes a build suitable for farming? Are you aware of this thread? 

You can make a second account and make a dedicated farming alt if you want a farmer. This also allows you to powerlevel your alts on the main accounts should you wish to. Farming builds are very different than builds for regular content. While you can farm with your blaster in your current state, you are jumping through a lot more hoops than you need to in order to be successful at that activity.

1 - Hasten uptime = consistant cooldowns.

2 - While the rotation of the skills used might need to change, I don't think that they will be doing much attacking once the first skill goes off.  

3 - seems with the slotting I have that I've got a break free I can use even when mezzed.

4 - I don't plan to farm solo.  I have a tank for that.

Posted (edited)
10 hours ago, RASAL0M said:

1 - Hasten uptime = consistant cooldowns.

2 - While the rotation of the skills used might need to change, I don't think that they will be doing much attacking once the first skill goes off.  

3 - seems with the slotting I have that I've got a break free I can use even when mezzed.

4 - I don't plan to farm solo.  I have a tank for that.

Long gone are the days where experienced build makers chase recharge bonuses just for perma-hasten. Diminishing returns means that level of recharge only benefits 1-2 very long recharge powers like atomic blast and is wasted on everything else. Extreme recharge focus benefit ATs like dominators or controllers more because their toolkit consists of a lot more powers on long recharge timers.

 

Nowadays you need a better reason than "I need perma hasten" to make extreme levels of recharge a focus for most builds. A better reason would be to supplement some of your attacks with procs to augment their damage potential. Proc builds don't slot recharge reduction in powers that need to be procced, and a high density of procs in those powers means you have less room to slot ACC and end reduction in them as well. Those types of builds need to be supported by recharge set bonuses, acc set bonuses, and end management tools, the first 2 can be acquired via building for recharge, as quite a few purple sets and the blaster ATOS offer ACC bonuses along the way. 

 

Compare this build to yours

Recharge helps proc builds.mbd

 

Still perma hasten, I gave up 3 seconds of recharge on atomic blast to improve the damage potential of 4 other powers. Added Aim so you now have two sources of burst damage and improved the recharge time on chronos itself, because that buff also improves your recharge for 10 seconds and it makes sense to have it up asap

 

I take it that your intent with this build is damage and not survival so I'm not going to go into survival. You sound like you got it figured out, but if you don't, then you can come back here and we can talk about that too.

 

I forgot my comment about power sequence to make it smoother for exemped content.

You are not going to use end of time by itself before you get atomic blast and other tools so I wouldn't take it at level 16. Based on your described playstyle, you are going to be staying at range until level 30+. I swapped in cosmic burst, neutron bomb and your sustain to be taken as soon as they are available. I also subbed in aim to give you two sources of burst damage at early levels. I prefer the gaussian's proc in aim because that can help you cut through paragon protector mog.

 

Leveling Sequenced Recharge helps proc builds.mbd

Edited by Nemu

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

Posted
13 hours ago, Nemu said:

2 - Time shift only stuns minions, end of time has a tiny 7 foot radius meaning you have to hug enemies to hit as many as possible, Atomic blast locks you in animation for about 3 seconds during which, assuming minions are stunned, anything that's not a minion is still attacking you. Factoring the cast times of the 3 powers you mentioned, you are looking at 7 seconds in which your enemies can get hits on you. How do you expect survive the crack back during that time?

Time Shift also stuns lieutenants, but the duration is shorter (5.96s v 9.536s). It also has a 3.5% tohit debuff with a 20s duration. I slot for that rather than the stun. End of Time has a 10 ft radius.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...