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Redeucer
02-09-2005, 02:04 PM
shadowybc,

I am Level 33 now. As stated above, I have Nova 4 slotted. I did neglect to say that they are all S.O. damage 36 or 35+. Aim and Buildup are single slotted with recharge (S.O. 35 but that shouldn't make any difference). Some testing I did last night, I tried Nova with a big red and yellow pill in a mob of +1 and +2 Nemesis and about half or more of them were still standing. Thanks for the help!

deadboy_champion
02-09-2005, 02:44 PM
[ QUOTE ]
shadowybc,

I am Level 33 now. As stated above, I have Nova 4 slotted. I did neglect to say that they are all S.O. damage 36 or 35+. Aim and Buildup are single slotted with recharge (S.O. 35 but that shouldn't make any difference). Some testing I did last night, I tried Nova with a big red and yellow pill in a mob of +1 and +2 Nemesis and about half or more of them were still standing. Thanks for the help!

[/ QUOTE ]

Like what kind of +1 and +2 mobs - sounds like a mixed pack of minions and LTs.

I can easily nuke +2 minions with Nova (6 slots all Damage - no aim no buildup ) and +3 minions (depends on the resistances of the mobs).

SnipeFu
02-09-2005, 02:47 PM
Hey Reducer,

Unfortunately AFTER Aim and Buildup there is always that 5% chance that you will miss, and it can bite you in the behind.

I suggest like you said to always keep a cab on hand before a huge nova like that because you will have to clean up on many occasions. Also you must make sure that you are properly lined up for the nova, meaning all the targets are in range of its radius.

I have dropped entire packs of +4 minions on many occasions. Sometimes one or two were left. It always helps to pop an extra red pill just in case your damage enhancers aren't all +3 and to actually hit the 400% damage cap.

But this method DOES work. I know this for a fact.

Raysin
02-09-2005, 03:27 PM
First, I'd like to say I have used this guide ever since I made this build and it has helped me a lot.

Now on to my build...

Primary Powers - Ranged : Energy Blast
Secondary Powers - Support : Energy Manipulation
Slot[01] Level 1 (Starting Primary) : Power Bolt /Dmg,Acc,Dmg,Dmg,Dmg
Slot[02] Level 1 (Starting Secondary) : Power Thrust /Acc
Slot[03] Level 2 : Power Blast /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[04] Level 4 : Energy Torrent /Acc,Dmg,Dmg
Slot[05] Level 6 : Build Up /Rchg,Rchg
Slot[06] Level 8 : Power Burst /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[07] Level 10 : Sniper Blast /Acc,EndRdx,Dmg,Dmg,Dmg,Dmg
Slot[08] Level 12 : Hasten /Rchg,Rchg,Rchg,Rchg,Rchg,Rchg
Slot[09] Level 14 : Super Speed /EndRdx
Slot[10] Level 16 : Bone Smasher /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[11] Level 18 : Power Push /Acc
Slot[12] Level 20 : Stealth /DefBuf,DefBuf,EndRdx
Slot[13] Level 22 : Grant Invisibility /EndRdx
Slot[14] Level 24 : Phase Shift /EndRdx,EndRdx
Slot[15] Level 26 : Hurdle /Jump
Slot[16] Level 28 : Health /Heal,Heal
Slot[17] Level 30 : Stamina /EndRec,EndRec,EndRec,EndRec,EndRec,EndRec
Slot[18] Level 32 : Nova /Acc,Dmg,Dmg,Dmg,Dmg,Dmg
Slot[19] Level 35 : Power Boost /Rchg
Slot[20] Level 38 : Total Focus /Acc,Dmg,Dmg,Dmg

I'm kind of stuck as to what to get at 41 and beyond. I'm at 41 now. I've tested Aim and Char. I like both of them. Although I do like Char, it really doesn't fit the concept I'm trying to go with. I'm torn though, because having a hold would do wonders. I've heard that if I want to venture to the Shadow Shard I'm going to need a vertical power. I've been toying with the idea of respecing out Energy Torrent. Am I crazy in thinking that? So, here are the powers I'd like to take:

Aim
Hover
Conserve Power
Whatever from the Ancillary Pool. If Explosive Blast (well slotted mind you) is an ok power, I'd be willing to go with it so that I could have another ranged attack.

Any suggestions on the final four power choices? Do you see anything that I could respec out?

Note that I like Energy Torrent just because it is my only AOE power (aside from NOVA)

Redeucer
02-09-2005, 03:47 PM
Do Nemesis have any resistance to Energy? Yes there was an LT or 2 in there (took the bosses out earlier). But the rest of the mob constisted of Fuselier, Carabineir, Chasseur and Lancer. All conned white or yellow, the LT(s) were orange. There were 24 of them in their nice neat formations (counted them before hand just to see). I was positioned right in the middle of them in a deadend passageway using stealth and superspeed. I took the red and yellow just before I ran in, hit the build up and aim once positioned, and as started taking fire popped the Nova. I didn't expect to take the LTs down so was prepared for that. But the 6 others that were still standing were a bit much. I had a similar experience the last time I tired it on some CoT so I was paying pretty close attention on this one. That is also why I took the big red and yellow pills hoping to improve my odds.

So being 33, the 36s are +3 no question there. The 35+s were both two 35s combined together (bought them to make sure). So I should have been well up on the damage CAP. Now the only thing I can't say with 100% certainty that I had them all in radius. Fortunately, I was teamed with my SG and had a fortitude on me before I went in there. They were able to clean up no problem. But this is a risky tactic to try on your own.

So was this just bad luck?

Arcanaville
02-09-2005, 09:18 PM
[ QUOTE ]

-At somepoint you owe it to yourself to 6-slot nova w/ KB and take it into PP. Take a friend. With waypoints you can measure the distance of minion-tossing.
-The same is also fun with Power Thrust and Power Push.


[/ QUOTE ]

Try to do this soon, while Everett Lake is still frozen over. Oh, and let me add a stunt I invented the night of the ice-over when I was bored - Evil Knievel nova. Superspeed run towards a group of hydra, and then leap over them (having hurdle helps). While in the air, trigger nova when you think you are directly overhead. The ice means you wont "root" when you land on the other side - you'll keep on moving. three seconds later, nova will go off where ever you are, but it will HIT where ever you WERE. Turn 180 as you slide away, and watch your nova detonate over the hydra's heads from 200 feet away.

Arcanaville
02-09-2005, 09:49 PM
[ QUOTE ]
Do Nemesis have any resistance to Energy? Yes there was an LT or 2 in there (took the bosses out earlier). But the rest of the mob constisted of Fuselier, Carabineir, Chasseur and Lancer. All conned white or yellow, the LT(s) were orange. There were 24 of them in their nice neat formations (counted them before hand just to see). I was positioned right in the middle of them in a deadend passageway using stealth and superspeed. I took the red and yellow just before I ran in, hit the build up and aim once positioned, and as started taking fire popped the Nova. I didn't expect to take the LTs down so was prepared for that. But the 6 others that were still standing were a bit much. I had a similar experience the last time I tired it on some CoT so I was paying pretty close attention on this one. That is also why I took the big red and yellow pills hoping to improve my odds.

So being 33, the 36s are +3 no question there. The 35+s were both two 35s combined together (bought them to make sure). So I should have been well up on the damage CAP. Now the only thing I can't say with 100% certainty that I had them all in radius. Fortunately, I was teamed with my SG and had a fortitude on me before I went in there. They were able to clean up no problem. But this is a risky tactic to try on your own.

So was this just bad luck?

[/ QUOTE ]

I've noticed runs of bad luck with nova. I was in a mission the other night and after five nova firings, I had missed a bunch. BU+Aim+nova (4dmg+2rech slotted). These were groups of +2. Every group but one I missed 1 or 2 of 6, which is lousy acc. The very next mission, nova accuracy suddenly improved to either hitting everyone, or occasionally missing 1 (this was +2 and +3). Weird.

Something I don't get - you say you triggered nova *after* they started firing on you. With superspeed and stealth that can only happen if there were snipers in the group. And snipers are LTs; at +3 they wouldn't have been automatically killed by a nova.

The big red pill didn't help you at all; nova slotted with 4dmg and then buffed with BU+Aim is at the damage cap. The yellow probably didn't help either; you should have been near the 95% to hit ceiling.

The odds say if you fired nova on 24 targets, you should have missed 1 or 2 on average. That plus the couple of LTs might account for 4 of the ones left standing. Another thing to factor in is that I'm having trouble visualizing a pattern of 24 nemesis in a mission that would all be in the radius of nova. Maybe they were just out of range.

Chance is chance. I've fired nova on 12 targets and missed 5. I've fired nova on 60+ targets and actually hit all but 2.

I will say, I'm not the only person that thinks there is a rollover error in acc, though. I was testing accuracy the other day in a mission with +2 and +3 mobs. I had an attack chain of seven consecutive attacks miss, four after BU and 3 more after Aim, and long miss-runs happened several times during this mission. Then it went away in the following two missions. That sounds like either a roll-over computation error, or a random number generator error. Accuracy bugs are, of course, a big joke now, but even I'm beginning to get the feeling something is intermittently wrong.

Redeucer
02-11-2005, 08:26 AM
[ QUOTE ]
I will say, I'm not the only person that thinks there is a rollover error in acc, though. I was testing accuracy the other day in a mission with +2 and +3 mobs. I had an attack chain of seven consecutive attacks miss, four after BU and 3 more after Aim, and long miss-runs happened several times during this mission. Then it went away in the following two missions. That sounds like either a roll-over computation error, or a random number generator error. Accuracy bugs are, of course, a big joke now, but even I'm beginning to get the feeling something is intermittently wrong.

[/ QUOTE ]

You know, I noticed this last night. I had runs of 3 or 4 misses in a row shooting at even to yellow con enemies (won't count the runs on the oranges, those I consider just bad luck). And I also missed far too many times with BU+Aim+Snipe on orange and red con alpha strikes. It was so bad that I kept checking to make sure I had switched from flight to hover. Yet earlier in the day I was hitting right about where I thought I should. Most of those times I noticed it was when I used a yellow to improve my accuracy. So I wonder if there indeed isn't an overflow problem.

EnergyStar_MsK
02-11-2005, 11:24 AM
States said ne thought something was wrong w/ acc and that they're going to look into it...I notice missing more frequently on power burst ...anyone else notice this (on PB)?

EnergyStar_MsK
02-11-2005, 11:27 AM
[ QUOTE ]
Do Nemesis have any resistance to Energy? Yes there was an LT or 2 in there (took the bosses out earlier). But the rest of the mob constisted of Fuselier, Carabineir, Chasseur and Lancer. All conned white or yellow, the LT(s) were orange. There were 24 of them in their nice neat formations (counted them before hand just to see). I was positioned right in the middle of them in a deadend passageway using stealth and superspeed. I took the red and yellow just before I ran in, hit the build up and aim once positioned, and as started taking fire popped the Nova. I didn't expect to take the LTs down so was prepared for that. But the 6 others that were still standing were a bit much. I had a similar experience the last time I tired it on some CoT so I was paying pretty close attention on this one. That is also why I took the big red and yellow pills hoping to improve my odds.

So being 33, the 36s are +3 no question there. The 35+s were both two 35s combined together (bought them to make sure). So I should have been well up on the damage CAP. Now the only thing I can't say with 100% certainty that I had them all in radius. Fortunately, I was teamed with my SG and had a fortitude on me before I went in there. They were able to clean up no problem. But this is a risky tactic to try on your own.

So was this just bad luck?

[/ QUOTE ]

What probably happened was that the Nemesis Lts, upon defeat, cast vengance on the others (and it stacks) so it made them much harder to defeat.

Arcanaville
02-11-2005, 02:02 PM
[ QUOTE ]
What probably happened was that the Nemesis Lts, upon defeat, cast vengance on the others (and it stacks) so it made them much harder to defeat.

[/ QUOTE ]

Technically, vengeance is cast a couple seconds after defeat, so it can't protect anyone in a group from any of the waves of a nova-blast. My scrapper can actually defeat one nemesis LT, and turn and attack another one and (one-shot) defeat him before the vengeance buff strikes him.

However, nova 6 LTs and only 5 go down? Well, now you have a problem.

EnergyStar_MsK
02-11-2005, 03:49 PM
[ QUOTE ]
[ QUOTE ]
What probably happened was that the Nemesis Lts, upon defeat, cast vengance on the others (and it stacks) so it made them much harder to defeat.

[/ QUOTE ]

Technically, vengeance is cast a couple seconds after defeat, so it can't protect anyone in a group from any of the waves of a nova-blast. My scrapper can actually defeat one nemesis LT, and turn and attack another one and (one-shot) defeat him before the vengeance buff strikes him.

However, nova 6 LTs and only 5 go down? Well, now you have a problem.

[/ QUOTE ]

Ya but I mis-read his post and thought he was referring to a difficult clean-up...which vengance can make fun.

Ryker_XXX
02-12-2005, 10:22 AM
Well I dont have PB anymore but I have noticed it on my other ranged attacks, its getting annoying to miss that much. Hopefully they'll figure it out and fix it.

In other news, just wanted to let everyone know that I dinged level 50 the other night. Finally Woooo hooooo.

Now off to play my peacebringer...

May the squid be with you...

Ironik
02-12-2005, 10:46 AM
[ QUOTE ]
[ QUOTE ]
I will say, I'm not the only person that thinks there is a rollover error in acc, though. I was testing accuracy the other day in a mission with +2 and +3 mobs. I had an attack chain of seven consecutive attacks miss, four after BU and 3 more after Aim, and long miss-runs happened several times during this mission. Then it went away in the following two missions. That sounds like either a roll-over computation error, or a random number generator error. Accuracy bugs are, of course, a big joke now, but even I'm beginning to get the feeling something is intermittently wrong.

[/ QUOTE ]

You know, I noticed this last night. I had runs of 3 or 4 misses in a row shooting at even to yellow con enemies (won't count the runs on the oranges, those I consider just bad luck). And I also missed far too many times with BU+Aim+Snipe on orange and red con alpha strikes. It was so bad that I kept checking to make sure I had switched from flight to hover. Yet earlier in the day I was hitting right about where I thought I should. Most of those times I noticed it was when I used a yellow to improve my accuracy. So I wonder if there indeed isn't an overflow problem.

[/ QUOTE ]

I've always had Accuracy issues -- the inspirations frequently make my hit ratio go down, and Aim was so relentlessly deleterious that I respecced out of it as soon as I could. It's almost like the percentages are reversed when I use Aim. Energy Torrent almost never hits anything despite Build Up, Acc inspirations and Acc enhancements, so it's going in the next respec.

My Blaster is squishy and his targeting is out of whack -- it's sometimes amazing that he's survived as well as he has. On other occasions, though, everything seems to work great... even Acc inspirations. Weird.

SnipeFu
02-15-2005, 12:03 PM
Ok, I'm gonna post my current build. I have not yet respeced into the epic pools. I will probably run a few tests for myself before pvp comes out and then iron out all the final details of my pvp pwnz0r. But for now here is the current build off memory, these are not in order by level taken:

Power Bolt - 1 acc, 5 dmg
Electric Fence - 1 acc
Power Blast - 1 acc, 5 dmg
Energy Torrent - 1 acc, 1 cone, 4 dmg
Hasten - 6 recharge
Sniper Blast - 1 acc, 1 interrupt, 4 dmg
Power Burst - 1 acc, 5 dmg
Super Speed - 1 speed
Hurdle - 1 jump
Health - 1 health
Stamina - 6 end recharge
Hover - 6 flight speed
Stealth - 1 defense
Buildup - 3 recharge
Aim - 3 recharge
Explosive Blast - 1 acc, 4 dmg
Power Push - 1 acc
Nova - 4 dmg/2 recharge also 3 dmg/3 recharge (I switch)
Power Sink - 3 end drain, 3 end recharge
Shocking Grasp - 2 acc, 4 hold
Thunder Strike - 4 dmg
Grant Invisibility - 1 defense
Phase Shift - 1 reduce end cost
Lightning Field - 1 acc, 1 end drain

For the epic pool, I will end up dropping lightning field, thunder strike, and I'm not sure yet as to the third one. When I have my final build I will post that too.

So who wants to critique my build :o?

EnergyStar_MsK
02-15-2005, 12:29 PM
Snipe...for PvP I recommend you go with...um...brawl 6 slotted for endurance reduction... :D

SnipeFu
02-15-2005, 01:26 PM
[ QUOTE ]
Snipe...for PvP I recommend you go with...um...brawl 6 slotted for endurance reduction... :D

[/ QUOTE ]

Don't forget our SG will be teaming with others, so you should also six slot brawl so we can own everyone.

SnipeFu
02-16-2005, 12:04 PM
Seriously no build critiques? I would love to hear what you guys think of the build, how I could improve it and what epic pools would work best with my powerset.

EnergyStar_MsK
02-16-2005, 01:12 PM
[ QUOTE ]
Seriously no build critiques? I would love to hear what you guys think of the build, how I could improve it and what epic pools would work best with my powerset.

[/ QUOTE ]

Well since you obviously didn't consider my "6 slotting brawl" to be serious build critique, I'll suggest something else (I have no idea abt the /el powers tho'):

Mainly on slots b/c you might need them for the EPPs...

I know you use ET and ExBlast mid-fight but if you, like me, use(d) them 99% of the time w/ either BU or Aim you can save on the slots used for acc and reposition them for your EPPs. MsK currently has TI and FoN 6 slotted and PFF 3 slotted...for 12 extra slots used/placed.

Similar w/ sniper blast (gasp!)'s slots.

Also, if you don't use them for EPPs you can add them to BU and aim...4 SOs = 30 sec recharge time on each...you can keep up w/ MsK then next time we simultaneously snipe an AV.

Consider this also...when/if you come back for more jello shots...the dual HOs can dramatically affect one's build. I saved a slot in TF by using a dual acc/dmg enh...and saved one in Bonesmasher in anticipation of a (hopefully) future HO. As I'm learning about the different kinds of HOs and successful (open) hammi raids become more common, I'd be able to use an upcoming respec to further maximize slotting.

In them meantime...6-SLOTTED BRAWL 4 THE WIN!

JuryDuty
02-17-2005, 10:44 AM
[ QUOTE ]
Seriously no build critiques? I would love to hear what you guys think of the build, how I could improve it and what epic pools would work best with my powerset.

[/ QUOTE ]

Well, since my build is based for a large part on your suggestions, our builds are about the same. :)

What is your thinking behind putting an interrupt red in Snipe instead of another damage? What are the numbers on that?

Otherwise, you'll see we're about the same. Click on the link below for my build...

PS The best recent advice you gave was to take PowerPush. Geez, I don't know how I ever lived w/o that. :P

EnergyStar_MsK
02-17-2005, 01:36 PM
[ QUOTE ]
PS The best recent advice you gave was to take PowerPush. Geez, I don't know how I ever lived w/o that. :P

[/ QUOTE ]

For gaming or for fun? Gawd it still brings a smile to my face recalling how far you can PP a L1 Hellion.

Arcanaville
02-17-2005, 06:28 PM
[ QUOTE ]
Seriously no build critiques? I would love to hear what you guys think of the build, how I could improve it and what epic pools would work best with my powerset.

[/ QUOTE ]

Hmm... ok.

I am not a fan of slotting cone into torrent. I use superspeed to position it during combat, and the lower range actually helps with scatter a bit. I'm also not a big fan of interrupt in snipe, but since I apparently have the fastest snipe in all of Paragon, that's probably why [I've actually reported it].

Since I use SS in actual combat, I slot it with endrdx, not speed. I very rarely need the extra speed the speed would give me, relative to the END I get from having endrdx slotted (in my original build its actually 3 slotted with endrdx, which I know is a bit extreme).

A lot of people say slotting health isn't worth it for blasters, but I notice. I would probably more aggressively slot health, and less aggressively slot hover. But I have hover/fly, and I have power boost, so I suppose it depends on how much 6-slot hover actually helps you in combat.

I'd probably also shift the BU and Aim slotting from balanced to 4 in BU and 2 in Aim. Both BU and Aim's acc buff do a really good job of allowing me to hit all but the most troublesome targets (i.e. the dreaded bubbled drone). Given that, I'd want BU more often than Aim. Switching slotting still means that over the long haul you will get to use BU and Aim just as often in total, just BU more often than Aim.

I'm not an elec expert, but since you aren't fully slotting EB anyway, I'm wondering if it wouldn't make sense to steal an additional slot or two and add it to TS. Or double slot power push with acc. Push is really a bumper-boss power, and it tends to be really important that it not miss. Slotting higher might make you more viable against higher level bosses, if you care. Especially if you are getting rid of TS anyway. Or save the slots for the Epics, you might need them.

I've played around with the EPPs. Everyone seems to like TI+FoN, and its a good combo in general. I've found that TI makes me take less damage in areas where I would have gotten beaten up a bit, but I haven't found it to be a life saver in the one area I can most use it - mezzing bosses. When FoN was unstoppable, no question that would have been the way to go. Now, its a bit more situational. Munitions might be a better choice for me, because flak can't be turned off, but its so low, it only delays the inevitable for me. And I burn a lot of END constantly, so the toggle drain of TI can actually start to become noticable, even under conserve power (admittedly, I tested it 6-slotted for maximum resistance).

The EPP I haven't played around with yet, but I'm planning to, is ice. Ice is unique for me, relative to the others, because ice has s/l defense not resistance. Why that matters is because I'm currently playing around with perma-power boost.

Arcanaville
02-25-2005, 08:31 PM
Here's the short version, for those that aren't interested in reading the rest: energy snipe is four seconds.

Ok, here's the long version.

Although I've seen the six second number, I've always just assumed that it was a typo, or an old number from Prima, or whatever. I assumed everyone knew that energy snipe actually fires much faster than that. My own experiences with snipe include actually clocking snipe in TV back when I was 24, in order to perform a particularly interesting form of long-range hover sniping of skyraiders.

So anyway, one day I make a post regarding dps for energy blasters, and someone tells me my calculations are wrong because snipe is 6 seconds and not 4. Hmm, first thing, I go test it, and sure enough, its 4 seconds. Can't imagine what's going on here.

Long story short, eventually I decided to start asking around, and oddly, everyone was quoting me the 6 second number, which was really driving me nuts, because I couldn't find someone timing snipe at 4 seconds. I finally got someone in my SG to time snipe, and she got 4 seconds. So at least I knew it wasn't just me.

I sent a PM to a red name (I'm not sure if I should share PM messages, so I won't quote it or reveal the name, but it wasn't geko, just so you know) and asked them to test for me. They got 5.3 seconds.

That turned out to be the rosetta stone of sorts, because it got me to thinking that maybe everyone is timing snipe using different methodologies. So I began looking at how someone might go about timing snipe.

All I care about is how long does snipe take in an attack chain - how much time does it "cost" you to fire a snipe. I don't care how long it takes snipe to fly through the air and hit its target, and I don't care about internal intricacies of snipe timing - just how many seconds will I lose if I fire a snipe.

Well, it turns out the red name in question timed snipe this way: Click snipe to activate it, and time the amount of time it takes for the snipe button to show that its actually fired (depressed). When I time that, it takes a little more than 5 seconds, consistent with the 5.3 seconds of time.

But this is how I timed snipe: I target something (that will live long enough to conduct the test - at lvl 50 a behemoth LT works great). Then I display a clock (I run CoH windowed) where I can see it, and at :00 seconds I activate snipe. Before it fires, I queue power blast. Then I watch the sequence fire. Based on chat messages as well as the visual appearance of the firing animation, the snipe strikes the target at about :04 - 4 seconds. However, its possible that the snipe is actually tying you up longer than that. The telling thing is that the power blast lands at :06 - 6 seconds. Now, there is absolutely no way for snipe to take 6 seconds if power blast is actually landing at the 6 second mark. If you believe that power blast takes two seconds, then snipe is taking 4. If you believe snipe takes 6, then you have to believe that power blast takes zero.

I tried this with different combos - snipe+blast, snipe+bolt, snipe+torrent. I consistently get the combo taking 6 seconds, implying that blast, bolt, and torrent all take about the same amount of time, and if that time is about 2 seconds, snipe is 4.

Here's another way to test snipe - fire snipe on a target, and then time how long it takes before it becomes available again (and you can fire it again). Without hasten, snipe becomes available 16 seconds after firing. With hasten, snipe becomes available 11 seconds after firing. This is what you would expect if snipe took 4 seconds, and the recharge was base 12 seconds. If snipe was 6 seconds, then the base recharge would be 10 seconds, and hasten would be speeding that up to 5 seconds, which is too much, it should be 6 seconds (10/1.7 = 5.9). That extra second is not a lot, but should be measurable.

Of course, this is informal timing, me eyeballing a clock. I could use a stopwatch, but there are issues there as well (including me using a stopwatch and firing at the same time).

I got the bright idea to make a demorecord of snipe in action, so I could play it over and over again to get an average time for snipe, that would average out my own reflexes on timing, but it occured to me that was silly. The demorecord file itself has the timing information in it.

If you've ever looked at a demorecord file, the very first number in every line in the file is a relative timing number. It says how long to wait (in milliseconds) before performing the action specified on the line. In other words, demofiles look something like this:

0 do A
5 do B
0 do C
0 do D
15 do E
3 do F

This file says to do A now, wait 5 milliseconds and then do B, then do C immediately, and do D immediately also, and then wait 15 milliseconds and do E, then wait 3 milliseconds and do F. The entire sequence takes 23 milliseconds, except that whatever F is, it will take however long it takes to do F.

So if I demorecord a snipe+blast+bolt combo, I can find out exactly how long it takes in actual milliseconds, not including lag. Important to note, that if lag alters the timing at all, it will be to make things take longer than they should, not shorter.

This is an actual sequence from a demofile I made - although I've deleted about 12000 lines out of it, and I calculated the actual offset time for each line and added it to the left:

0 3190 0 1624 MOV A_SNIPERBLAST
0 3190 0 1624 FX OneShot 1716 POWERS/ENERGYBLAST/SNIPERBLAST.FX 0
0 3190 0 1624 FXSCALE 10 10
0 3190 0 1624 ORIGIN ENT 0 0
0 3190 0 1624 TARGET ENT 1700 0
1478 4668 50 1624 MOV A_2HANDCAST
1478 4668 0 1624 FX OneShot 1719 POWERS/ENERGYBLAST/ENERGYBLAST.FX 0
1478 4668 0 1624 FXSCALE 10 10
1478 4668 0 1624 ORIGIN ENT 0 0
1478 4668 0 1624 TARGET ENT 1700 0
3057 6247 16 1624 floatdmg 1700 101
3057 6247 0 1624 floatdmg 1700 157
3760 6950 7 1624 MOV A_RAPID
3760 6950 0 1624 FX OneShot 1725 POWERS/ENERGYBLAST/RAPID.FX 0
3760 6950 0 1624 FXSCALE 10 10
3760 6950 0 1624 ORIGIN ENT 0 0
3760 6950 0 1624 TARGET ENT 1700 0
5543 8733 0 1624 floatdmg 1700 31
5543 8733 0 1624 floatdmg 1700 126
5880 9070 34 1624 MOV A_2HANDCAST
5880 9070 0 1624 FX OneShot 1732 POWERS/ENERGYBLAST/ENERGYBLASTSINGLESHOT.FX 0
5880 9070 0 1624 FXSCALE 10 10
5880 9070 0 1624 ORIGIN ENT 0 0
5880 9070 0 1624 TARGET ENT 1700 0
7551 10741 66 0 Chat 3 0 You have defeated Behemoth Overlord
7551 10741 0 0 Chat 3 0 You have defeated Behemoth Overlord
7551 10741 0 8 POS -1480.609375 0.046875 -3371.09375
7551 10741 0 1624 floatdmg 1700 79
7551 10741 0 1624 floatdmg 1700 63

The first column is the relative timing numbers from the start of the sequence (the second column are the absolute timing numbers from the start of the demofile, its how I calculated in the first place - everything else is actual demofile content). Here's my interpretation of what is going on.

At T+0, snipe is activated (A_SNIPERBLAST and POWERS/ENERGYBLAST/SNIPERBLAST.FX).

About T+1.5 seconds later (1458 milliseconds) snipe actually starts the firing animation (A_2HANDCAST and POWERS/ENERGYBLAST/ENERGYBLAST.FX). This is probably just the way the snipe animation is broken down.

At T+3 seconds (3057 milliseconds) the damage numbers appear. Its important to note that I queued the next attack immediately upon clicking on snipe - way before it fired. At this moment, there is an actual queued attack that will activate just as soon as I am free to act.

T+3.8 secs (3760 ms) is when the demofile records the start of the next attack (power blast). This implies that snipe is done - I can act 3.8 seconds after snipe activates (but more on this later).

T+5.5sec (5543ms) is when power blasts damage numbers appear. This is 1.7 seconds after initial activation.

T+5.9sec (5880ms) is when power bolt activates. This is 2.1 seconds after initial activation of power blast, so this implies that power blast has a time cost of 2.1 seconds. Very close to the expected 2 seconds.

T+7.6s (7551ms) is when the damage numbers from bolt appear, and the behemoth is defeated. This is 1.7 seconds after activation. If power bolt has the same "cool off" period that blast has (notice above that there was a lag between when the game recognized that a power "hit" and when the next queued attack was allowed to fire) power bolt is also about 2 seconds.

Now, if these numbers were affected by lag, they should be higher than actual "inherent" timing. But there is simply no way to fit a six second snipe into these timing numbers, the margins of error are simply not that high. And given how close the timings match our expectations of bolt and blast, there is no reason not to trust them for snipe.

Thus, snipe's timing is about 3.8-4 seconds.

Now, for those still reading, maybe this seems like a heck of a lot of work just to demonstrate what you might already know. But there seems to be more than a few people out there who think snipe timing is 6, even though I have no idea why. If there are people out there who have tested snipe to be anything other than 4 seconds, I'd like to hear from you, what your testing methodology is, and how you arrived at your measured number.

I also throw this out there as a means for other people to discover more accurate ways to determine the timing of certain events, especially attack speeds which have short intervals (and are therefore much more difficult to arrive at a decent time for, as opposed to, say, finding out how long conserve power lasts). Its actually sufficiently accurate that it is possible the time I'm getting for power blast - 2.1 seconds, might be fairly precise, it might be more than 2 seconds, and snipe might really be 3.8 seconds instead of just 4.

Its also possible that these numbers are a little fuzzier than that. It's just possible that the game sends an animation notice slightly ahead of time to give the game a chance to properly start and run the animation. But that seems unlikely to be a factor of more than a tenth of a second or so.

To get tenth of a second timing, I'd want to do dozens of tests to try to eliminate lag as a factor (either average out or contraint test the numbers to get the minimum time/best speed of the effects).

At some point, if no one else does it, I might try to figure out what the exact timings are for all the other energy blast attacks, but right now that sounds too much like work on a friday. :)

SnipeFu suggested that I post this, so I'm posting it here first. It seems to be a small technical issue for primarily energy blasters (although I'm guessing everyone's snipe timing is probably similar). I didn't want to start a brand new thread, because it might seem like I was going out of my way to challenge something in Snipe's guide, when in fact I'd rather just contribute some updated information to it.

And as to why did I go through all that trouble just to prove energy snipe takes four seconds. Ummm, blaster-lock? :eek:

Arcanaville
02-28-2005, 02:37 AM
Eh, I decided to just do the other powers, just to see what turned up. This is highly preliminary, and I explain why below.

Here's the timing information I get for the other energy primary blasts, after several demorecord runs of each power, each power in different positions in an attack sequence (to factor out a lot of things, too complicated to go over here).

Power bolt: average time 2.141s, min time 2.107s
Power blast: average time 2.008s, min time 1.874s
Power burst: average time 2.121s, min time 2.103s
Energy Torrent: average time 1.484s, min time 1.209s
Sniper Blast: average time 3.988s, min time 3.879s
Explosive Blast: average time 2.052s, min time 1.840s

The timing numbers are very consistent with a couple of odd numbers attributable to lag. Power bolt and power burst very consistently show 2.1second timing. Power blast and explosive blast show a range of times in the 1.8 - 2.0 second range. Snipe seems to hover in the 3.9-4.0 timing range.

Torrent is the oddity. Its timing fluctuated wildly, from 1.209 seconds, to 2.003 seconds. Even throwing out the 2 second timing as being very far from the other times (and probably due to momentary lag), there is still a range of about 1.2 to 1.5 seconds for torrent, which is doubly odd because I've always thought torrent was about as fast as everything else. But the numbers were very consistently lower than 2 seconds (except once).

Anyway, take these times with a grain of salt, I think there are large uncertainties in the timing numbers based on a number of factors, including lag. The only numbers I'm sure of are the snipe numbers, because I beat them into the ground under highly controlled circumstances and with a lot of repetition. The other numbers are based on a small number (about 4-8) of firing sequences.

I quote both the average time and the minimum time for a specific reason - there is a case to be made for the minimum time representing the "true" time of the attack, since lag can only increase the timing of an attack. The problem is that because these times are differential times within an attack sequence, its possible that lag could increase the apparent timing of one attack and shorten the apparent timing of the next attack in sequence. It might take serious work to factor that out.

BTW, to anyone wanting to attempt this, a couple words of caution:

The game actually takes time of flight of blasts into account when calculating when damage lands. If you record torrent, torrent's damage lands on different targets at different times. This is why ultimately timing an attack based on the time from activation to when the attack lands is faulty.

Queued attacks always fired faster than attacks that I timed by attempting to click-fire the attacks as they came ready. Its clear that the actual amount of time that an attack "costs" is best calculated from the moment of activation to the moment when the next attack can be activated. Thus, timing the start of one attack to the start of the next attack makes the most sense and using queued attacks guarantees that the time you measure is at least theoretically the minimum it can be. BTW, this also means timing attacks by timing the power button is also faulty.

Demorecord files contain no information on what the user did to activate powers. So if you don't get your queued attacks to go just right, throw the demorecord away and do it over. The timing in that file will otherwise be suspect, and there is no way to know if an attack's timing was thrown off by user timing issues.

Last thing, my numbers are consistently lower than warcry's quoted activation times, which are:

Power Bolt: 2.0
Power Blast 1.7
Power Burst 2.0
Sniper Blast 1.3
Torrent: 1.1
Explosive Blast: 1.7

I do find it interesting, though, that I get the same firing time for bolt and bolt and burst, and power blast and explosive blast, which agrees with warcry in that respect, and torrent much lower than all of them. I suspec that the activation times quoted by warcry are not the entire time the power takes - note the very low time for snipe. I believe that those times are low, because separate from the activation time there is also a cool-down time after a power fires but before you can activate the next power, and in the case of snipe, there is a "windup" time (look in the demofiles, there is an actual "windup" action). That would explain why my numbers are consistently higher than warcry. Lag can't fully explain that, because my numbers are consistently 0.1 seconds higher for bolt and burst, and consistently 0.3 seconds higher for blast and EB, which makes no sense if you think the difference is caused by lag.

At some point I will take a look at Aim, Push, and Nova.

SnipeFu
02-28-2005, 03:25 PM
Arcanville, you are trully amazing. I want you guys to know that Arcanville and I have been talking about the duration of sniper blast now for like two months. He has done an insane amount of testing on this and has always come to 4 seconds for energy's snipe. We are not sure what the other ATs have as an activation time for snipe but this is definately good news for us.

Thank you Arcanville.

Airhammer
03-11-2005, 11:34 PM
Cool 4 seconds 6 seconds.. dont matter to me.. aim buildup.. snipe.. dead..

thats all that matter to me..

Ami_Chan
03-14-2005, 11:21 AM
Just wanted to pipe in quickly and mention that Activation Accelerations, also known decrease interupt time..do not actually accelerate activation

Here's what they do

Let's say you have Energy Snipe

the Activation time as proven above (thank you BTW) is 4 seconds

Unenhanced, of those 4 seconds the first 2 seconds, anything that hits you (think things that would interupt a tp attempt) can cause you to abort the snipe.

If you enhance this aspect, it still takes 4 seconds to go off, but for only 1 of those seconds you are interuptable.

the name Activation Acceleration is VERY misleading, as it does not speed up the activation or the animation for the activation, all it does is shrink the interuptible portion of the activation time.


It still takes 4 seconds, it just makes the window of oppertunity for someone to stop you smaller.


(my numbers are approximate and rounded off for ease of example)
If you build a hero with an interuptible attack in Hero Planner and slot it with AA's you will see that the act time does not change. for NRG Snipe ( sorry Arcanville just quoting the hero planner ;) ) it Always stays at 6.... what you are decreasing is what percentage of that 6 seconds you can be interuptted for, unfortunatly Hero Planner doesn't give that stat, and I can't think of a reliable way to get numbers for it till there is PvP, and I can get a friend to stand still while I shoot him while he brawls me.

SnipeFu
03-14-2005, 12:24 PM
The thing I love about the decreased interrupt period is that half way through my snipe's animation I'm already moving around the battle preparing for my next shot.

So if the fight is ugly, say I back off to fire snipe from a safe distance and to assess the current situation, before snipe has fired off, I am moving back into place for my next shot.

Arcanaville
03-14-2005, 12:33 PM
[ QUOTE ]

Just wanted to pipe in quickly and mention that Activation Accelerations, also known decrease interupt time..do not actually accelerate activation


[/ QUOTE ]

Actually, all the enhancements I've seen call this "Decrease Interrupt Time." I've never heard of them referred to as "accelerate activation." Is that a hero planner term, or are there interrupt time enhancements that call themselves "accelerrate activation"?

My experience matches yours, though, in that these enhancements do decrease interrupt time for interruptable actions, but do not in any way appear to alter activation time or total time.

Arcanaville
03-14-2005, 12:49 PM
[ QUOTE ]
Cool 4 seconds 6 seconds.. dont matter to me.. aim buildup.. snipe.. dead..

thats all that matter to me..

[/ QUOTE ]

What it confirms is that knockback makes snipe usable in combat in situations other than the initial strike, something I've always known implicitly, since I use snipe in combat. If you knock something over, like a boss, the couple of seconds it will take for him to get up means you can get a snipe shot off without interruption (assuming you aren't surrounded by other nasties). I've heard that AR's snipe is 6 seconds, so this is an advantage of our snipe over other sets.

It also means if you are in a group fighting an AV, use snipe if you can. Its net dpa is between bolt and blast - so your net dps will go up.

BTW, if you have the endurance, torrent should also be used. Its fast activation time means even though its damage is low, its dpa is surprisingly high. Its dpe sucks against a single target, but if you are running conserve power or have RA on you, during an AV fight torrent also boosts your damage output significantly.

To maximize damage against something like an AV, cycle bolt, blast, and burst as fast as they recharge, but fire snipe preferentially over bolt, and fire torrent every time it recharges. Use BU and Aim when you can. If you have explosive blast, fire it only if slowed or everything is recharging, which is very rare for energy with all its primary attacks. This isn't 100% optimal, but its easy to remember. This presumes equal slotting of all attacks, and I know not everyone 5+1 slots torrent. If you don't, fire torrent during recharge gaps when you don't have an available attack.

Airhammer
03-21-2005, 02:52 PM
I would like to thank everyone who helped me and gave me advice. I hit level 32 a few days ago and and loving Nova. I have learned so much from this post its unreal.

I am constantly teaming with +3-+4 groups and that was before I got Nova.

I seriously hardly ever die because I know my limitations and I stick within them

SnipeFU, MsKnight/EnergyStar, Deadboy Champion, Jury Duty, Maelstrom and a host of others have taught me many things.

Things I have learned.

Six Slotted Hover RULES and I mean it freaking RULES big time.

Stealth and SS is definitely the way to go. I am the super sneaky sniper now.

Get that interrupt reducer in your snipe. There is nothing like being able to position yourself quickly for the next shot while waiting for snipe to go off.

Power Boost doesnt seem like a big dealm, but when it increased my KB and Boosts my speed it makes a difference. When I get Total Focus and a boss is stunned for 20 whole seconds.. it will make a HUGE difference.

I learned that AoE is not a style for me. I dont managa aggro very well and I solo a lot. The last thing I want is Explosive Blast leaving a bunch of angry mostly dead instead of ALL dead minions pissed at me.

I learned that I can be a bosses works night mare. On the teams I have been playing on recently everyone calls you.. Yo AIR Void take him out.. and usually withing 3-5 shots he's dead.

Power Push has saved many a teamate. Just the other night a fire blaster friend had aggroed a boss that was rolling up on her. I saw it .. Power Push... Boss goes flying.. saved her bacon..

Now I am waiting to get Range Boost and Total Focus. I decided I only need one AoE power and thats Nova...

Thank Guys.. As long as I have skittles to help me with the mezzing I am ok.. I know it gets harder after level 40.. but then it should.

SnipeFu
03-21-2005, 03:36 PM
That's why I worte this guide and troll these boards on a daily basis. Posts like yours. I'm so glad that it's been a help to you and that you kick a$$. It seems like you are having a lot of fun.

If you stick with your current tactics you won't have that many problems through level 50, trust me. Blasters may have some glaring problems as a whole, but it's nothing that a good player can not compensate for.

Cheers, Airhammer.

JuryDuty
03-21-2005, 04:17 PM
You bet, Airhammer!

I hit 50 with Barlow Girl a couple weeks ago and had a blast (pun intended) getting there, largely with thanks to SnipeFu's guide and the community here.

Glad you took Power Push. Man, I waited until my 40's to get that one--big mistake. I used it ALL the time once I got it.

My favorite power was Energy Torrent, which I don't think you took because you don't like the AoE, but I did enjoy that one. I rarely used Total Focus until the late 30s. It's great on the Peregrine Island docks and in the late 40s by the Portals in PI. Lots of single baddies there you can stun with TF and then kill with no effort at all.

Incidentally, I took Range Boost at 49 and wished I'd taken it a LOT sooner. It's great if nothing else because it extends Power Burst, one of the "too short of range" powers, imo. Many times I hit Range Boost, stunned a guy with TF, hit a guy pretty far away with Power Burst, then returned to the stunned guy to finish him off.

Airhammer
03-21-2005, 08:54 PM
I was thinking about ET or EB but I realize that I am doing very very well as a Single target monster. I am slowly but surely becoming a bosses worst nightmare.I figure that I will get both Bone Smasher and Total Focus.. then my boss attack chain will look like this...

SS and stealth on..

First mt boosts which I call Christmas Time ( look at all the pretty colors )

Conserver Power
Power Boost
Aim
Buildup

Total Focus aka Droppin the Hammer

Now since you are now stunned for TWENTY Seconds

Bonesmaher aka Hammerdown
Power Burst ( no name yet still thinkin )

and I really wanna be nasty

Nova aka the BIG BANG ATTACK !!!!!!!!!!!!!!

SnipeFu
03-21-2005, 10:14 PM
[ QUOTE ]
First mt boosts which I call Christmas Time ( look at all the pretty colors )

Conserver Power
Power Boost
Aim
Buildup


[/ QUOTE ]

MsKnight has been known to show off with this combo from time to time as well :) throw in a boost range and you've got even more pretty lights.

Airhammer
03-22-2005, 07:59 AM
Ohh Boost range is coming believe me.. I plan to use that power alot.. I wish I could make TWO things perma.

Arcanaville
03-22-2005, 10:49 AM
[ QUOTE ]
I rarely used Total Focus until the late 30s.


[/ QUOTE ]

Well, if you wanna get all technical-like, no one does :)

[ QUOTE ]
It's great on the Peregrine Island docks and in the late 40s by the Portals in PI. Lots of single baddies there you can stun with TF and then kill with no effort at all.


[/ QUOTE ]

I hit so many things with total focus around the portal that the villains around there used to just fall down and pretend to be dead when I was in the area. I enjoyed it so much that I never figured out in all that time that in fact, if you have boost range or slot for range, you can snipe everything in that area except for fake nemesis and master illusionists, and they really can't do much of anything to you if you hover above them. Especially death mages - its really sad watching them try to climb the hill just to get closer to you (not so sad if you hover too close to it and they actually do get into mez range, though). Only the possessed scientists can fly up to get you, and they are only minions and LTs - easy pickins.

You can in fact outrange fakes - theoretically. The problem is that fakes have about the same range as your visual targetting range, so even if you outrange them, well, you can't really shoot them. Master Illusionists have crummy range, but they must have read the forums, because they too love 6-slotted hover. Sniping them is not a good idea, at least from the air. On the ground, you'll be superspeed-kiting a lot.

I dont really notice a lot of singles near Portal, though, depending on time of day and who else might be in the area. Occasionally a lot of single behemoths, but its no fun thwacking a behemoth with TF, thats shooting fish in a parking lot. The fun part comes with the dual bosses - dual death mages were what I liked to tango with especially.

Fathom_NA
03-22-2005, 11:40 AM
Snipe, your guide just rocks! I used it as a tool since day one, it helped me mold Kymera into the butt kicking damage dealer she is today! THANK YOU!!!!!!!!!! :D

SnipeFu
03-22-2005, 11:58 AM
wEwT! :)

Airhammer
03-22-2005, 06:49 PM
Ok looking toward the future and slots I can see that I am gonna start getting crunched for slots. Does this sound good

I am figuring four slots for Conserve Power

Bonesmasher I believe I can Six Slot

TI I think I will six slot ( one end redux and the rest damage redux )

FoN I think I can squeeze out four slots...

The reality is I have NO idea how many slots to put in TF. I was thinking six but now I am thinking maybe 2-4 max.

Any thoughts on this..

Thanks

Star_Bolt_Prime
03-24-2005, 07:45 PM
Hey guys,

I got a couple of PM's from people asking about my build. They saw me in action and wanted to see what was under the hood ;)
I'm lvl 37 now, But this is a proposed build up to 50. YMMV

Archetype: Blaster
Primary Powers - Ranged : Energy Blast
Secondary Powers - Support : Energy Manipulation

01 : Power Thrust kbkdis(01)
01 : Power Blast acc(01) dam(3) dam(5) dam(15) dam(19) dam(29)
02 : Power Bolt acc(02) dam(3) dam(5) dam(17) dam(27) dam(31)
04 : Build Up recred(04) recred(34) recred(37) recred(40)
06 : Hasten recred(06) recred(7) recred(7) recred(9) recred(13) recred(15)
08 : Power Burst acc(08) dam(9) dam(11) dam(17) dam(25) dam(29)
10 : Sniper Blast acc(10) dam(11) dam(13) dam(19) dam(27) inttim(31)
12 : Aim recred(12) recred(34) recred(39) recred(40)
14 : Super Speed runspd(14)
16 : Hurdle jmp(16)
18 : Swift runspd(18)
20 : Stamina endrec(20) endrec(21) endrec(21) endrec(23) endrec(23) endrec(25)
22 : Hover fltspd(22) fltspd(36) fltspd(36) fltspd(36) fltspd(37) defbuf(37)
24 : Conserve Power recred(24) recred(31) recred(34) recred(39)
26 : Stealth defbuf(26)
28 : Power Push recred(28)
30 : Power Boost recred(30) recred(43) recred(46)
32 : Nova recred(32) recred(33) dam(33) dam(33) dam(43) dam(43)
35 : Boost Range recred(35)
38 : Total Focus acc(38) dam(39) dam(40)
41 : Personal Force Field defbuf(41) defbuf(42) defbuf(42) defbuf(42)
44 : Temporary Invulnerability damres(44) damres(45) damres(45) damres(45) damres(46) damres(46)
47 : Force of Nature damres(47) damres(48) recred(48) recred(48) recred(50) recred(50)
49 : Fly fltspd(49) fltspd(50)

I still have questions about slotting TF. I live and breath BU+ AIM, so can I get away with the 2 slots? I believe that puts me over the damage cap. Or should I up that?

Thanks

SnipeFu
03-25-2005, 10:59 AM
If you live and breathe aim and buildup why not put 4 damages in TF so you can hit the cap if/when you want to with TF?

Arcanaville
03-25-2005, 12:53 PM
If you look at your nova slotting, I'm guessing you slotted 2rech/4dmg based on someone's recommendation. That recommendation is based on the fact that BU+Aim+4dmg = the blaster cap. BU+Aim is a heck of a lot of accuracy, so slotting more accuracy is not especially helpful against most targets a blaster is going to nova. Thus, 2rech makes the most sense to get faster nova cycles.

Same holds true for any other power - 4dmg + BU + Aim = the cap. However, if you always combo BU+Aim, you can only have it up every 30 seconds or so, there will be lots of times when you are attacking without BU/Aim coverage, so only slot powers 4dmg that you can always time with BU+Aim, not things like power blast. If you mainly use TF as an opener, BU+Aim+TF will be damage capped. But TF will come back in about 10 seconds or so, and if you need to reapply it, you'll have no way to boost its accuracy without popping insights. TF at the damage cap doesn't normally need to be reapplied against a single target (you've almost halved a boss' health), so this might not be a major problem. Unless you go after more than one boss.

I am kinda curious about some of your slotting. I've never seen a 6-slot hover with one defense slot. Is that mainly historical (originally 1 slot of defense and then the rest were added in as speed) or was there some other reason for that specific slotting.

Also, I'm wondering, since you have power burst heavily slotted, if you superspeed joust. I ask because I've found the end cost of SS and stealth to be too high to sustain constant attacking, so both of mine were slotted for endred (SS is plenty fast and a single slot of extra stealth defense didn't seem worth it).

Airhammer
03-26-2005, 09:55 PM
Here is my Blaster spec'd out until level 50

Advice is welcome please.

Ignore the color of the enhancements I am more interested in comments about slot placement

I am currently level 32.

Thank you.


Exported from version 1.5A of CoH Planner
http://joechott.com/coh

Archetype: Blaster
Primary Powers - Ranged : Energy Blast
Secondary Powers - Support : Energy Manipulation

01 : Power Thrust acc(01) dam(3) dam(3) dam(33) dam(33) dam(33)
01 : Power Bolt acc(01) dam(5) dam(5) dam(31) dam(31) dam(31)
02 : Power Blast acc(02) dam(7) dam(7) dam(27) dam(29) dam(29)
04 : Build Up recred(04) recred(9) recred(9)
06 : Power Burst acc(06) dam(11) dam(11) dam(13) dam(25) dam(27)
08 : Sniper Blast acc(08) inttim(13) dam(15) dam(15) dam(17) dam(17)
10 : Hasten recred(10) recred(19) recred(19) recred(21) recred(21) recred(23)
12 : Aim recred(12) recred(23) recred(25)
14 : Super Speed runspd(14)
16 : Hover fltspd(16) fltspd(34) fltspd(34) fltspd(34) fltspd(36) fltspd(36)
18 : Swift runspd(18)
20 : Health hel(20)
22 : Stamina endrec(22) endrec(36) endrec(37) endrec(37) endrec(37) endrec(39)
24 : Stealth endred(24)
26 : Power Push acc(26)
28 : Conserve Power recred(28) recred(39) recred(39) recred(42)
30 : Power Boost recred(30)
32 : Nova recred(32) recred(40) dam(40) dam(42) dam(40) dam(42)
35 : Boost Range recred(35) recred(43)
38 : Total Focus acc(38) dam(43) dam(43) dam(45) dam(45)
41 : Bone Smasher acc(41) dam(45) dam(46) dam(46) dam(46)
44 : Personal Force Field defbuf(44)
47 : Temporary Invulnerability endred(47) damres(48) damres(48) damres(48) damres(50)
49 : Force of Nature recred(49) recred(50) recred(50)

-------------------------------------------

01 : Brawl dam(01)
01 : Sprint runspd(01)
02 : Rest recred(02)

OOxOO
03-26-2005, 11:01 PM
[ QUOTE ]
Here is my Blaster spec'd out until level 50

Advice is welcome please.

Ignore the color of the enhancements I am more interested in comments about slot placement

I am currently level 32.

Thank you.


Exported from version 1.5A of CoH Planner
http://joechott.com/coh

Archetype: Blaster
Primary Powers - Ranged : Energy Blast
Secondary Powers - Support : Energy Manipulation

01 : Power Thrust acc(01) dam(3) dam(3) dam(33) dam(33) dam(33)
01 : Power Bolt acc(01) dam(5) dam(5) dam(31) dam(31) dam(31)
02 : Power Blast acc(02) dam(7) dam(7) dam(27) dam(29) dam(29)
04 : Build Up recred(04) recred(9) recred(9)
06 : Power Burst acc(06) dam(11) dam(11) dam(13) dam(25) dam(27)
08 : Sniper Blast acc(08) inttim(13) dam(15) dam(15) dam(17) dam(17)
10 : Hasten recred(10) recred(19) recred(19) recred(21) recred(21) recred(23)
12 : Aim recred(12) recred(23) recred(25)
14 : Super Speed runspd(14)
16 : Hover fltspd(16) fltspd(34) fltspd(34) fltspd(34) fltspd(36) fltspd(36)
18 : Swift runspd(18)
20 : Health hel(20)
22 : Stamina endrec(22) endrec(36) endrec(37) endrec(37) endrec(37) endrec(39)
24 : Stealth endred(24)
26 : Power Push acc(26)
28 : Conserve Power recred(28) recred(39) recred(39) recred(42)
30 : Power Boost recred(30)
32 : Nova recred(32) recred(40) dam(40) dam(42) dam(40) dam(42)
35 : Boost Range recred(35) recred(43)
38 : Total Focus acc(38) dam(43) dam(43) dam(45) dam(45)
41 : Bone Smasher acc(41) dam(45) dam(46) dam(46) dam(46)
44 : Personal Force Field defbuf(44)
47 : Temporary Invulnerability endred(47) damres(48) damres(48) damres(48) damres(50)
49 : Force of Nature recred(49) recred(50) recred(50)

-------------------------------------------

01 : Brawl dam(01)
01 : Sprint runspd(01)
02 : Rest recred(02)

[/ QUOTE ]


It's my opinion that the power "Power Bolt" and "Power Push" are not really needed. I have an Nrg/Nrg Blaster now that, at level 21, has never taken any of those 2 ( My level 35 Energy/Dev still doesn't have any of them ).

It frees up two powers ( for something that provides either more defense or attack power ) and the slots that WOULD have been used there can now go to something more meaningful. With all the knockdown/up and single target damage that will be going on in this set you really do not need to worry about the knockback from PP and the damage from PB.

Just my playtested opinion

Airhammer
03-26-2005, 11:38 PM
Thanks but I like Power Bolt its a very very nice filler attack while I am waiting for more powerful attacks to come back up.

Also I dont want another power and Power Push has no slots. That power has saved my bacon and my teamates on more than one occasion. Its great to be able to keep a boss on the ground with Power Push or knock someone away from a fellow teamate especially that defender who is helping me stay alive or the tank managing all the aggro.

Thanks but I am keeping those powers and those slots.

JuryDuty
03-27-2005, 01:30 PM
[ QUOTE ]
It's my opinion that the power "Power Bolt" and "Power Push" are not really needed. I have an Nrg/Nrg Blaster now that, at level 21, has never taken any of those 2 ( My level 35 Energy/Dev still doesn't have any of them ).

It frees up two powers ( for something that provides either more defense or attack power ) and the slots that WOULD have been used there can now go to something more meaningful. With all the knockdown/up and single target damage that will be going on in this set you really do not need to worry about the knockback from PP and the damage from PB.

Just my playtested opinion

[/ QUOTE ]

I put off Range and Power Push until the late 40s...and was VERY sorry I hadn't taken them sooner. Once you get into the habit of using them, you'll wonder how you did without. VERY great powers for a blaster, they are. :)

OOxOO
03-27-2005, 03:46 PM
[ QUOTE ]
[ QUOTE ]
It's my opinion that the power "Power Bolt" and "Power Push" are not really needed. I have an Nrg/Nrg Blaster now that, at level 21, has never taken any of those 2 ( My level 35 Energy/Dev still doesn't have any of them ).

It frees up two powers ( for something that provides either more defense or attack power ) and the slots that WOULD have been used there can now go to something more meaningful. With all the knockdown/backs and single target damage that will be going on in this set you really do not need to worry about the knockback from PP and the damage from PB.

Just my playtested opinion

[/ QUOTE ]

I put off Range and Power Push until the late 40s...and was VERY sorry I hadn't taken them sooner. Once you get into the habit of using them, you'll wonder how you did without. VERY great powers for a blaster, they are. :)

[/ QUOTE ]

Not to be an [censored] or anything but I did spend 2-3 hours on test trying to find some use for Power Push but never really understood why it's there in the 1st place.

The Energy primary has so many knockdowns/backs that PP is just a weaker version of everything else. Ya you can knock anything back A LONG way but so what? You have 4-5 powers that do just that -the distance

Once again, Just my thoughts on it

Edit : If you think PP is good why didn't you take Power Boost? ( seeing this from your slots in your sig )

SnipeFu
03-27-2005, 03:56 PM
[ QUOTE ]
The Energy primary has so many knockdowns/ups that PP is just a weaker version of everything else. Ya you can knock anything back A LONG way but so what? You have 4-5 powers that do just that -the distance


[/ QUOTE ]

Because none of them are a guaranteed knockback. Power Burst has a 60% chance to knockback, which for some is still too risky when you absolutely must have that knockback. Power Push is a guaranteed knockback, even on bosses. (There are some mobs highly resistant to knockback, but I have even managed to floor red conning zeus titan bosses with it) It's not a must, but for those blasters who need that guarantee of a knock in a pinch, this is the only power that will do it. Energy/Energy has so many tools to deal with every situation. Preference and play style will ultimately determine wether this is a power you want/need or not.

OOxOO
03-27-2005, 04:05 PM
Well wouldn't you agree that if you need to use PP on a regular basis you're doing something wrong?

I mean how many times do you actually NEED to knockback a foe? Only when they get to close. If you are pulling them close to you ALL the time then you should be working on a new strategy.

I'm just trying to understand PP better. Don't take my post as an argument

Edit : Noticed I've been saying that Energy has knockUP when I should have been saying knockDOWN... sorry 'bout that

SnipeFu
03-27-2005, 04:45 PM
Well just the other day, I decided to take on 2 lvl 50 Circle of Thorns bosses. Now we all know how nasty one can be let alone two, especially for a blaster. I kept one on his a$$ by chaining PPs back to back while I arrested the other one using a combination of other things.

Kolic
03-27-2005, 08:46 PM
This has probably been asked, but don't want to read through every post; have you made a guide to the Electric secondary? I've had an energy/energy as my main and wanted to try out energy/electric.

JuryDuty
03-28-2005, 09:14 AM
Yep, what SnipeFu said. It's a GUARANTEED knockback. And if you hover above an enemy, like a Fake Nemesis, it's a guaranteed knock-down, which is even better. Just keep them on their back and finish them off. I used it all the time in my later career.

Also, there are definately times when you suddenly find yourself with nothing but a sliver of health left and you need to fly out fast...but you can't have them firing at you either. That's when I knockback with Power Push, take off, heal up, then come back to finish them off. I wish I could withstand more sometimes, but I'm a blaster. :P

Just a note, that's why I loved Energy Torrent, too. It was a pretty good knockback for when you're suddenly getting cornered.

SnipeFu
03-28-2005, 10:55 AM
[ QUOTE ]
This has probably been asked, but don't want to read through every post; have you made a guide to the Electric secondary? I've had an energy/energy as my main and wanted to try out energy/electric.

[/ QUOTE ]

I have not written a guide to /electric although I have wanted to, but I really don't think making an energy/electric blaster is the best way to go unless you like to take the road less travelled, or the paved for that matter.

Airhammer
03-28-2005, 10:55 AM
[ QUOTE ]
Here is my Blaster spec'd out until level 50

Advice is welcome please.

Ignore the color of the enhancements I am more interested in comments about slot placement

I am currently level 32.

Thank you.


Exported from version 1.5A of CoH Planner
http://joechott.com/coh

Archetype: Blaster
Primary Powers - Ranged : Energy Blast
Secondary Powers - Support : Energy Manipulation

01 : Power Thrust acc(01) dam(3) dam(3) dam(33) dam(33) dam(33)
01 : Power Bolt acc(01) dam(5) dam(5) dam(31) dam(31) dam(31)
02 : Power Blast acc(02) dam(7) dam(7) dam(27) dam(29) dam(29)
04 : Build Up recred(04) recred(9) recred(9)
06 : Power Burst acc(06) dam(11) dam(11) dam(13) dam(25) dam(27)
08 : Sniper Blast acc(08) inttim(13) dam(15) dam(15) dam(17) dam(17)
10 : Hasten recred(10) recred(19) recred(19) recred(21) recred(21) recred(23)
12 : Aim recred(12) recred(23) recred(25)
14 : Super Speed runspd(14)
16 : Hover fltspd(16) fltspd(34) fltspd(34) fltspd(34) fltspd(36) fltspd(36)
18 : Swift runspd(18)
20 : Health hel(20)
22 : Stamina endrec(22) endrec(36) endrec(37) endrec(37) endrec(37) endrec(39)
24 : Stealth endred(24)
26 : Power Push acc(26)
28 : Conserve Power recred(28) recred(39) recred(39) recred(42)
30 : Power Boost recred(30)
32 : Nova recred(32) recred(40) dam(40) dam(42) dam(40) dam(42)
35 : Boost Range recred(35) recred(43)
38 : Total Focus acc(38) dam(43) dam(43) dam(45) dam(45)
41 : Bone Smasher acc(41) dam(45) dam(46) dam(46) dam(46)
44 : Personal Force Field defbuf(44)
47 : Temporary Invulnerability endred(47) damres(48) damres(48) damres(48) damres(50)
49 : Force of Nature recred(49) recred(50) recred(50)

-------------------------------------------

01 : Brawl dam(01)
01 : Sprint runspd(01)
02 : Rest recred(02)

[/ QUOTE ]

Can I get some advice on some of the slotting for Total Focus and stuff like Bonesmaher and the Ancillary pools.. Thanks much

SnipeFu
03-28-2005, 11:29 AM
[ QUOTE ]
Can I get some advice on some of the slotting for Total Focus and stuff like Bonesmaher and the Ancillary pools.. Thanks much

[/ QUOTE ]

What's the goal with those powers?

JuryDuty
03-28-2005, 12:35 PM
[ QUOTE ]
[ QUOTE ]
Can I get some advice on some of the slotting for Total Focus and stuff like Bonesmaher and the Ancillary pools.. Thanks much

[/ QUOTE ]

What's the goal with those powers?

[/ QUOTE ]

SnipeFu hit it on the head--what is it you want to do?

What you have is very close to the build I made, except I had Power Push instead of Bone Smasher. I preferred to fight from a distance as much as possible and keep the enemy at bay. But if you like a little up-close scrapping, Total Focus + Bone Smasher can be lethal. Just keep in mind that both work much better slotted well for damage, so make sure you have the slots.

Airhammer
03-28-2005, 12:57 PM
Well originally since I tend to hunt small packs was to use Power Boost Build Up and Aim and then Total Focus to stun the crap out of a boss and figuring since Bone Smasher does the second most damage in the set follow up with BS and Power Burt . Then I could always use Power Push if the boss is still concious to give me some distance and start my Snipe, Power Blast, Power Bolt sequence.

I dont want to be a Blapper. I am not trying to melee on a regular basis but when the situation is right I want to do it well.

I was considering taking out Bone Smasher and using Explosive Blast simply to get another long range blast in my power set but the damage suuuuuuuuuuuuuuuux.

SnipeFu
03-29-2005, 02:28 PM
[ QUOTE ]
Well originally since I tend to hunt small packs was to use Power Boost Build Up and Aim and then Total Focus to stun the crap out of a boss and figuring since Bone Smasher does the second most damage in the set follow up with BS and Power Burt . Then I could always use Power Push if the boss is still concious to give me some distance and start my Snipe, Power Blast, Power Bolt sequence.

I dont want to be a Blapper. I am not trying to melee on a regular basis but when the situation is right I want to do it well.

I was considering taking out Bone Smasher and using Explosive Blast simply to get another long range blast in my power set but the damage suuuuuuuuuuuuuuuux.

[/ QUOTE ]

In that case I think your slotting is fine for those.

fieryblue
03-29-2005, 04:58 PM
regarding Power Push: I've been meaning to thank Mr. Fu for his recommendation of this power. Now that I have it (via respec), I don't know how I lived without it. It has greatly improved the game for me. Being able to keep a boss on his butt is just invaluable. I cycle it into my attacks and more often than not, manage to avoid any damage from the heavy hitters.

Airhammer
03-29-2005, 05:58 PM
I hear that I am trying to find an extra slot so I can get it up darn near instantly.

Arcanaville
03-29-2005, 07:10 PM
OmikronOmega:

[ QUOTE ]

Well wouldn't you agree that if you need to use PP on a regular basis you're doing something wrong?

I mean how many times do you actually NEED to knockback a foe? Only when they get to close. If you are pulling them close to you ALL the time then you should be working on a new strategy.

I'm just trying to understand PP better. Don't take my post as an argument


[/ QUOTE ]

SnipeFu:

[ QUOTE ]

Well just the other day, I decided to take on 2 lvl 50 Circle of Thorns bosses. Now we all know how nasty one can be let alone two, especially for a blaster. I kept one on his a$$ by chaining PPs back to back while I arrested the other one using a combination of other things.


[/ QUOTE ]

Total focus and the chain knockback you get from regular energy attacks is usually good enough to take out the two death mage combination, although its dangerous and power push helps greatly. Death mage pairs are actually the *easy* boss pair in PI. They are susceptible to knockback, and they give energy lots of chances to set up chain knockback by standing there and bringing up their toggles.

Where total focus + aggresive blasting falls apart is the fake/warhulk pair. This pair is nasty because one has the long range mega-snipe (fake) which you have to take out right away, and one is resistant to disorient and has a really hard melee swipe (warhulk). Expending TF on the fake leaves you not a lot of options for the warhulk except continuous chain knockback fire. Meanwhile the fake is going to periodically need to be disoriented back into next tuesday, which makes this exercise very challenging.

Power push does improve the odds quite a bit. It has 100% knockback, so you aren't as reliant on continuous energy blasting for chain KB, its ranged (unlike PT) so you dont have to get into swipe range, and it continuously pushes the warhulk farther away, preventing him from closing the distance on you and swatting you like a bug. Meanwhile you have a couple seconds breathing room to thwack the fake with total focus again.

I've never had it pre-50, but I can see now how power push would have made it much easier to go after single bosses in the old days as well. Until you have total focus at 38, the only other mez-like effect that en/en has that is reliable besides power push is power thrust, and it does require getting up close and personal more than some blasters would like. To think how much easier freakshow bosses would have been with power push - ah well.

BTW, if death mages is the "easy" pair, and warhulk/fake is the "medium" pair (two warhulks is also medium - harder to take on up close, but susceptible to long range snipe), what's the "hard" pair? Carnie bosses. If any blaster has a mechanism for taking on pairs of carnie bosses at even con or better, I'd love to hear it. Heck, taking on just one master illusionist requires a ton of insps and a lot of luck, and the other carnie boss is only slightly less impossible to solo.

At some point, Omikron, all blasters have had to (at least attempt to) figure out how to take out mezzing bosses and LTs, and ultimately, normal KB will only take you so far. We either need 100% knockback (PT, push), or better mez (total focus) to keep us in the game. At 21 or 35, you might not have seen the nastiest of the nasty yet: the Rikti Magus, pairs of Mentalists, Malta sappers and Gunslingers, Fake Nemesis and Warhulk bosses, and of course the creme de la creme of nasties, the Carnival of Shadow bosses. Mez or die, and most blaster mezzes are up-close-and-personal powers. At lower levels, power push is used effectively to split up a group that a blaster doesn't think they can take on - push the LT or boss away, and deal with whats left, keeping the boss or LTs out of range (or at least out of melee range - vis-a-vis the freak tank that decides to charge after you).

One more thing about knockback - sometimes we are using it for the "back" part of knockback. But often times we are using it for the "knock" part - meaning its damage mitigation; power push is effectively 2-4 seconds of immunity from attack on most things; they can't attack you if they are on the ground. Hit a DE thorn with power push, and you can practically clear the entire rest of the room before he gets back up - 100% damage mitigation, and I wouldn't really care where he actually lands. Other attacks have KB, but PP is certain so long as it actually connects - you can essentially already be shifting targets after you click it.

Starfire_One
04-01-2005, 09:25 AM
Exported from version 1.4D of CoH Planner
http://joechott.com/coh

Archetype: Blaster
Primary Powers - Ranged : Energy Blast
Secondary Powers - Support : Energy Manipulation

01 : Power Thrust acc(01)
01 : Power Bolt acc(01) dam(3) dam(5) dam(15) dam(31) dam(40)
02 : Power Blast acc(02) dam(3) dam(7) dam(15) dam(31) dam(40)
04 : Energy Torrent acc(04) dam(5) dam(9) conrng(17) dam(34) dam(42)
06 : Hover defbuf(06) defbuf(7) defbuf(11) defbuf(17) defbuf(34) defbuf(42)
08 : Sniper Blast acc(08) dam(9) dam(13) inttim(19) dam(34) dam(42)
10 : Power Burst acc(10) dam(11) dam(13) rng(19) dam(36) dam(43)
12 : Swift runspd(12)
14 : Fly fltspd(14) fltspd(36) fltspd(43)
16 : Health hel(16)
18 : Power Push acc(18)
20 : Stamina endrec(20) endrec(21) endrec(21) endrec(25) endrec(36) endrec(43)
22 : Hasten recred(22) recred(23) recred(23) recred(25) recred(37) recred(45)
24 : Build Up recred(24) recred(37) recred(45)
26 : Explosive Blast acc(26) dam(27) dam(27) recred(29) dam(37) dam(45)
28 : Conserve Power recred(28) recred(29) recred(31) recred(39) recred(46)
30 : Aid Other recred(30) inttim(39) hel(46)
32 : Nova dam(32) dam(33) dam(33) dam(33) dam(39) dam(46)
35 : Aid Self recred(35) inttim(40) hel(48)
38 : Aim recred(38) recred(50)
41 : Repulsion Field endred(41) acc(50)
44 : Personal Force Field defbuf(44)
47 : Temporary Invulnerability endred(47) damres(48) damres(48) damres(50)
49 : Force of Nature recred(49)

I'm currently at level 39 and I'm finding that this build is almost perfect for my play style. I've been slowly tweaking it from suggestions in this forum and have arrived here.

Any other suggestions would be greatly appreciated... as I am at least another month away from my next (and final, unless States comes through with the Rularuu TF suggestion) respec. Thank you all for the help! Good luck and good hunting!

Arcanaville
04-01-2005, 02:29 PM
If you are going up against the rularuu at some point, I would suggest one of three things: add range to snipe, take boost range, or take total focus. The rularuu are definitely not stand and fight foes, you either have to seriously outrange them, or disorient them, or both, especially against rularuu bosses. Without a way to kite them, or stun them, I don't know how a blaster takes on one of them. FoN might help, but there is no mez protection in FoN; you might find yourself stuck in a detention field until FoN expires.

In general, in fact, as you enter the 40s, lacking any sort of alpha strike mez might be a problem. Power push will help in this regard, but a lot of things recover way too quickly from knockback for this to be completely reliable on its own (and the rularuu in particular tend to fly).

Just a thought; you have a while to think about it before 41.

SnipeFu
04-01-2005, 02:52 PM
[ QUOTE ]
Without a way to kite them, or stun them, I don't know how a blaster takes on one of them.

[/ QUOTE ]

The only way I could take on rularuu was either to Nova a pack with no bosses or join a team.

Damiani
04-04-2005, 07:00 PM
OK, I need help pretty badly here. I'm at debtcap, and have been for some time-- and despite my bravado ("Permadebt means no fear!"), I'm getting pretty tired of eating turf.

Now, word is that SnipeFu is the most helpful poster this side of the Yellow Line. They Say that the Energy guide is the best of the best.

So when I needed some serious respec advice, there no question where to turn....

My build, as is, at Level 25:

Power Blast/ Dmg 5, Accuracy 1
Power Bolt/ Dmg 3
Sniper Blast/ Dmg 5, Accuracy 1 (mmm, snipe...)
Aim/ Recharge Rate 1
Energy Torrent/ Dmg 4, Accuracy 1
Power Thrust/ Damage 1 (expired)
Build Up/ Recharge Rate 4
Brawl/ Recharge rate 1
Dash/ Run Speed 1
Sprint/ 0
Rest/ Rechage 1
Hover/ Flightspeed 1
Fly/ Flightspeed 1
Swift/ Run Speed 1 (expired)
Health/ Health 1
Stamina / 0 (strangely, I'm not having End trouble, despite this)
Hasten/ Defense 1, Recharge 3
Stealth/ Defense 1

Screwloose
04-04-2005, 10:44 PM
[ QUOTE ]

So when I needed some serious respec advice, there no question where to turn....

[/ QUOTE ]

The Blaster forum is a good place for general blaster advice.

[ QUOTE ]
My build, as is, at Level 25:

[/ QUOTE ]

Overall I can't see much wrong with it. You have hit the Power Pools pretty heavily, which means that you haven't been able to take the bigger blast powers that became available from level 16+.

If you want to struggle on a bit you could start to pick those up and would probably see an increase in your viability.

Otherwise ..

[ QUOTE ]
Stamina / 0 (strangely, I'm not having End trouble, despite this)

[/ QUOTE ]

Maybe this is something you could push back. If you aren't having End problems then dropping Stamina (I know it is heresy) gets you three powers which will give you a lot more tools to keep yourself off the floor, even if you have to pause for breath after each fight.

[ QUOTE ]
Hasten/ Defense 1, Recharge 3

[/ QUOTE ]

Generally slotting of Hasten is all recharges, with 6 recharge SO's it can be on all the time (Perma) and the Def bonus isn't really big enough to get you a good return for an Enh slot.

regards, Screwloose.
"I am not young enough to know everything."

JuryDuty
04-05-2005, 06:57 AM
Just a note to say this guide made the voting list for best guides! Yay! Be sure to lock in your vote!

http://boards.cityofheroes.com/showflat.php?Cat=&Number=2591650&page=0&view=colla psed&sb=5&o=&fpart=1#2591650

SnipeFu
04-05-2005, 02:34 PM
Thank you for the kind words Damiani, and thanks Jury Duty for the heads up.

In regards to your build Damiani,

Screwloose gave you some solid advice.

Here's mine:

In general your build looks great. The first thing that rang a bell in my head was this:

[ QUOTE ]
I'm at debtcap, and have been for some time-- and despite my bravado

[/ QUOTE ]

Bravado is not something blasters can afford to have. You need to be more stealthy and calculating in general. Debt cap should never happen to you again. ;)

Now as far as specifics are concerned:

1) Power Bolt needs an accuracy enhancement. Try and slot it more when you have a chance.

2) The reason you're probably not having end issues is most likely because you aren't attacking enough. Hasten should come into your build earlier and you should try and have it perma'd (6 recharge slots) by level 22. This will double the recharge rate of all your attacks and start sucking away at your end like nothing else. Stamina will then become a major factor.

3) Unless it's for concept, drop flight for the time being and take Super Speed. Stacking Super Speed with stealth makes you invisible and you will have a much easier time navigating the rest of the game through level 50. Keep hover and slot that puppy up for flight speed. You will be amazed at what it can do. It's also a great substitute for flight.

Other than that I think everything looks really good. Try to be hovering in battle as melee attacks will wipe you out fast.

Also if you want more detail try and find MsKnight's build buried in these pages somewhere. It's solid.

Arcanaville
04-05-2005, 08:43 PM
You know, this is eeriely similar to what I remember having at 25, except instead of Aim I had energy punch - seriously. Also, my slots were more balanced between bolt and blast, which was also an idiot mistake. And I did not have hasten. At all. I had - tada - grant invisibility.

Oh my god was I broken in retrospect. There's a reason I got really, really, really, really, really really really really reallyreallyreally good at pulling.

That build is not made for bravado. That build is made for using stealth to get just into snipe range and using BU+Snipe to destroy minions from Seattle. Also, torrent works best inside solo missions, not street hunting, where you are facing the optimum number for energy blasters to control - 3 to 4. BU+Snipe one, one down. Torrent everybody, everybody fall down. Power blast+bolt #2, probably two down. From the moment the first snipe lands and the foes have any idea you are there, about 6 seconds have elapsed. One on one, you can take the last minion with nothing but power thrust if you want. I'd consider slotting it for accuracy, though.

Also, I'd strongly consider picking up power burst and slotting it for another powerful minion killer, especially if you follow SnipeFu's advice and respec in superspeed. Stealth+SS means you can close to point blank range without being seen (by most foes), and then you have two immediate minion kills. Snipe kills one, torrent+burst kills two, blast+bolt (on top of torrent damage) does a heavy number on #3, you should be sitting better.

What did I take at 26 to help fix up my build? Explosive blast. Because, its like EXPLOSIVE, man. It must be good.

I deliberately avoided reading guides or numbers on the forums until I leveled past 30. You can tell.

Romani
04-06-2005, 10:28 AM
A question about knockback:

I'm not a very high level yet, but I've yet to have a problem with power push or power thrust knocking folks around (although a couple of them have landed standing up, which was cute).

I was wondering, for those more experienced: who won't get knocked over? I know there are enemies who're resistant -- who, or what, are they? In addition, I believe clocks have negative resistances to knockback -- is that right? If so, are there other enemies like that?

Thanks for the help,
Bow

SnipeFu
04-06-2005, 10:51 AM
As far as I know wolves and DE are resistant to KB. Certain others also, but more often than not you can knock anyone around especially with power push.

Solarshift
04-06-2005, 10:59 AM
Snipe, didn't know if you could back this up for me. Recently discovered the Wonderful World of Total Focus. Power is REAL helpful post 40, when everything starts to annhilate blasters, stun the boss and take out everything else while he's woozy.

Anyways, anyone else notice an issue with after hitting with total focus, the target will not start acting woozy unless they're made to take a step? If they don't move they jsut continue to swing/shoot/etc. as if not affected.

Thanks bud

SnipeFu
04-06-2005, 11:02 AM
I don't have Total Focus because I'm /electric but if that is happening it is indeed a bug that should be reported. Maybe you have someone let you test it out in the arena and report back?

Solarshift
04-06-2005, 11:23 AM
Memory lapse on the electric thing. Will update everyone on what I find out.

Arcanaville
04-06-2005, 09:04 PM
[ QUOTE ]
Snipe, didn't know if you could back this up for me. Recently discovered the Wonderful World of Total Focus. Power is REAL helpful post 40, when everything starts to annhilate blasters, stun the boss and take out everything else while he's woozy.

Anyways, anyone else notice an issue with after hitting with total focus, the target will not start acting woozy unless they're made to take a step? If they don't move they jsut continue to swing/shoot/etc. as if not affected.

Thanks bud

[/ QUOTE ]

I've recently noticed occasions where after I total focus something, they turn to look at me almost like I aggroed them from afar, and sometimes they seem to stare at me for a couple of seconds before going woozy, but I haven't seen them actually attack (effectively - I haven't been hit with an attack) while stunned by total focus.

Are you seeing them make motions, kind of like how blinded foes sometimes stand there blind while continuing to go through their attack animations but no actual attack happens - or are you actually seeing real attacks that are landing real damage?

I have been seeing a lot more zombies, though. You know, you defeat them, their health and endurance bar goes to zero, they stop attacking ... but they just stand there until they despawn, they don't fall over.

Solarshift
04-07-2005, 01:45 PM
Definitely attacks...trust me, as a blaster...I know when 300 damage hits. I had some of my SG teaming with me a couple nights ago and I had to get my buddy who plays a tank to make sure he would move a little after I'd land it so that they would effectively go into stun mode. I'll double-check tonight and let you know.

Starfire_One
04-10-2005, 08:04 AM
[ QUOTE ]
As far as I know wolves and DE are resistant to KB. Certain others also, but more often than not you can knock anyone around especially with power push.

[/ QUOTE ]

I will have to disagree with you on one point... DE are not resistant to knockback. In reality, if you knock one of them down, there is a chance, they will lay there for a few moments for some unknown reason. I have been in missions where I threw an explosive blast and knocked half of the group down... when I defeated the rest that were standing I ran on and got sent to the hospital from about three alpha strikes.

CaptainAdept
04-10-2005, 09:42 AM
grasses and shrooms are highly HIGHLY vulnerable to knockback. As far as I can tell, rockheads are highly resistant, and crystals are about normal.

If wolves are resistant, they are not extremely so. I've punted them around a fair bit, as has my MA partner (of course, she bounces AVs, so that's not saying much).

Demon_Son
04-10-2005, 10:11 AM
[ QUOTE ]
grasses and shrooms are highly HIGHLY vulnerable to knockback. As far as I can tell, rockheads are highly resistant, and crystals are about normal.

[/ QUOTE ]

Though keep in mind that crystal DE are resistant to energy damage, regardless of knockback.

VA_Belle
04-10-2005, 08:11 PM
I just wanted to quickly post that SnipeFu's Guide to Enery Blasters deserves to be voted the best guide out there. It helped me ding 50 tonight!! :D

EnergyStar_MsK
04-11-2005, 12:04 AM
Wewt!!! Gratz Virginia! Wohoo another 50 in the ranks!

Arcanaville
04-11-2005, 11:28 AM
Yay, another energy blaster makes it to 50 despite having to overcome the incredible deficit of being both unable to solo past 40, and unable to team because no one wants us.

So how'd you do it? Currently, I'm recommending that energy blasters make a costume that looks like a phantasm, so they can follow illusion controllers around and hope the controller doesn't notice the extra phant.

"w-t-f? when did they give phantasms a snipe? And NOVA???"

SnipeFu
04-11-2005, 06:11 PM
[ QUOTE ]
I just wanted to quickly post that SnipeFu's Guide to Enery Blasters deserves to be voted the best guide out there. It helped me ding 50 tonight!! :D

[/ QUOTE ]

w00t! Grats!

VA_Belle
04-11-2005, 08:32 PM
[ QUOTE ]

So how'd you do it? Currently, I'm recommending that energy blasters make a costume that looks like a phantasm, so they can follow illusion controllers around and hope the controller doesn't notice the extra phant.

"w-t-f? when did they give phantasms a snipe? And NOVA???"

[/ QUOTE ]

Well, I combined SnipeFu's energy blaster guide with Concern's "Be a Better *******" philosophy, added a few range/accuracy/damage HOs, and created the ultimate long-ranged sneaky dirty-fighting sniper. :cool: I'd often snipe a Malta sapper from extreme range while stealthed, watch him turn around looking for me, then nail him with a second snipe without either him, his fellow minions or his LT seeing me. :eek: After that, BAM BAM BAM from range and they're "arrested".

Was it sporting? Nope. Was it fair? Nah.

Was I Being a Better Blastard? You bet your bippee!!! :D

Arcanaville
04-12-2005, 03:08 AM
[ QUOTE ]

Well, I combined SnipeFu's energy blaster guide with Concern's "Be a Better *******" philosophy, added a few range/accuracy/damage HOs, and created the ultimate long-ranged sneaky dirty-fighting sniper. :cool: I'd often snipe a Malta sapper from extreme range while stealthed, watch him turn around looking for me, then nail him with a second snipe without either him, his fellow minions or his LT seeing me. :eek: After that, BAM BAM BAM from range and they're "arrested".

Was it sporting? Nope. Was it fair? Nah.

Was I Being a Better Blastard? You bet your bippee!!! :D

[/ QUOTE ]

That works also. :D

Blasters do not want "fair" fights. I was never exactly a full-fledged 3B, but I know the highest compliment you can give to a blaster is, after watching them defeat a bunch of foes, tell them "that hardly seems fair."

Since you also have snipe slotted for hami-range, have you played "tag the death mage" in Portal Court yet? They hate that. First they climb the nearby hillside to get into range of you, and if that doesn't work, they actually sometimes run off into the ocean - if you don't kill them first.

Lady_Liberty
04-16-2005, 07:02 AM
This is still about the best guide out there, regardless of Archetype. Just can't stop from reading it again for my poor, easily-smooshed blaster. Thanks again!

Starfire_One
04-18-2005, 08:48 AM
[ QUOTE ]
Currently, I'm recommending that energy blasters make a costume that looks like a phantasm, so they can follow illusion controllers around and hope the controller doesn't notice the extra phant.
"w-t-f? when did they give phantasms a snipe? And NOVA???"

[/ QUOTE ]
I like it! I have a costume that's similiar, and if someone gives me invisibility, I can almost blend in! Then it's time for some psychotic twitchy goodness!

Mr_Startle
04-18-2005, 09:45 AM
Congrats!

I have to agree that this guide is one of the best available, and that the people who post here have combined to create one of the best topic discussions of any thread. I currently only have one toon, my eng/eng blaster, and I have to admit that I originally powered him up all kinds of wrong. I had energy punch, flurry instead of hasten, and I might have even two-slotted brawl. (Yeah, laugh about that one.)

Thankfully, I just completed the lvl 24 respec tf and took both hover and invis and then set out to solo a Freakshow hunting mish in Terra Volta. Where once I was earning debt like it was my job (I wasn't that bad, having only gotten to a third bubble once), I now found myself confident in wacking a few boss and maybe an LT or minion before turning off hover and scampering away with SS.

Which leads me to my question...as a eng/eng blaster, when does it become possible to blast away a +1 or +2 mob of 8 or 10 without having to run away after having only off'd one or two of the mob? Is it ever possible? (I hate asking a group to help me with these hunting mishs. Don't know why.)

I read this post quite often, and while I know my toon is significantly lower in lvl than some of the posters, it seems that I'm forced to hit and run more so than others. For instance, in order to kill the 20 Freakshow, I probably needed about 13 trips to different mobs. I never ate dirt, but then I'm wondering if I could be doing things better.

I don't have my build on me, but I can tell you that I have most of the basics (Power thrust [only because I'm forced to], Bolt, Blast, Burst, Snipe, [mostly five slotted right now with 1 acc and rest dam, except Snipe which has 1 acc, 1 interrupt red., and 3 dam] Aim, Build up, Hasten [two slotted, I believe), SS, Hover (3 slotted currently), and Stamina).

Any advice on playstyle from anyone who can handle +1 or +2 mobs would be greatly appreciated. (As would someone saying...yeah, you're pretty much on the money by quickly offing one or two and then beating feet.)

Demon_Son
04-18-2005, 10:56 AM
The relative lack of AoE effects is a mixed blessing for nrg blasters. At your level, only Energy Torrent would be available. Explosive Blast will be available at 28 and Nova at 32. So for the time being, hit-and-run is your only real option with larger groups of mobs.

Even when Explosive Blast becomes available, you'll find it doesn't do great damage. The chain I most commonly use it in is Power Boost - Build Up - Aim - Energy Torrent - Explosive Blast. Con or +1 minions will generally require one shot each after that to finish them off. It's good for a modestly-sized group of minions or a smaller group with a lieutenant.

For big groups (8 or more) you'll need to wait for Nova. Until then, just continue with the sneaky-stealthy blaster methods.

Regards to all

SnipeFu
04-18-2005, 11:44 AM
Actually when dealing with freakshow the aim+buildup+Energy torrent+Explosive Blast combo will take out even level freaks because they are weak to energy. Generaly speaking that combo will leave most mobs with a tiny sliver of health, but since freakshow are weak to energy it will work.

I think you will realize that most big groups will be a chellenge until you get nova slotted. Also you don't have any AoEs going so the best thing is to probably concentrate on small groups of higher level where your single target damage will shine.

You will aslo find that once you have hasten fully slotted which you should really getr working on things will move significantly faster.

Arcanaville
04-18-2005, 02:31 PM
[ QUOTE ]

Any advice on playstyle from anyone who can handle +1 or +2 mobs would be greatly appreciated. (As would someone saying...yeah, you're pretty much on the money by quickly offing one or two and then beating feet.)


[/ QUOTE ]

At level 24? Hmm, I would say have stealth, snipe, build up, and torrent, and don't attack more than 4.

BU+Snipe+torrent if snipe is well slotted will probably take out a +1 or +2 minion at your level, and the torrent should knock down the other three (but not do terrific damage). Then, its a shoot out on the remaining three. Power blast, or bolt+blast will take out the second one, probably for free (you're probably not taking too much damage yet if torrent connected well). If you have power burst, better yet, but you have to start this engagement more or less in range of burst to begin with, which is why stealth is important.

If you had burst, you have two, probably three of four dead, but you've probably taken some hits, and you have to put the last one or two down quick. Without perma-hasten, your attacks won't be recycling very fast. It would be tricky to get the last one down fast enough, but its possible.

I could get away with this with 3 +1 minions. Usually 4 +1 minions. I would not go after more than 3 +2 minions this way at level 24, too dangerous. It would be possible with superspeed and bonesmasher, but I had neither at 24. If there is an LT in that mix, my max was one +1 LT and 1, maybe 2 minions. I would not engage a +2 LT unless it was alone. Facing any group bigger than those limits, and I would resort to pulling to bring the count down.

Of course, at the time I was 24, there weren't any +2 LTs in small spawn groups to be found anywhere. Which means I was pulling all the time.

If you are thinking of going after the bigger game (higher than even con, more than three, or both), I think energy blasters at level 24 have to be really good at at least one of three things: pulling, super speed jousting, knockback control. Realistically speaking, you'll want at least two out of these three solid.

Really good at pulls: if you think its impossible to pull two LTs apart, not good enough yet. If you think pulling = standing back here and shooting at something, not even close yet.

Really good at jousting: you don't need extra range in burst or torrent, you don't run into things, and if you get low health, you escape more often than drop dead.

Really good at knockback control: you want them there, you put them there, chain knockback is second nature, and you will switch targets to knock one down and switch back without thinking.

I got good at pulling in the 20s, it took until the late thirties to get really good KB control, and I didn't even know about jousting until the 40s. I tended to stick to even con villains myself in the 20s, if I could. Heck I went after blues a lot, I tended to prefer the easy kills when I could get them (when I was street hunting, which wasn't often except in the level X'8s and X'9s).

Mr_Startle
04-18-2005, 05:31 PM
[ QUOTE ]
For big groups (8 or more) you'll need to wait for Nova. Until then, just continue with the sneaky-stealthy blaster methods.

[/ QUOTE ]

Thanks a lot, Demon. That's kinda what I thought...especially since I dropped torrent because of the unwanted aggro that it constantly supplied.

Mr_Startle
04-18-2005, 05:36 PM
[ QUOTE ]
You will aslo find that once you have hasten fully slotted which you should really getr working on things will move significantly faster.

[/ QUOTE ]

Snipe, what's your thought on future slotting? I've been trying to max out damage by going heavy on the attacks, but you seem to feel that I'd be better off loading up Hasten. Is that what you're thinking?

Also, again, thanks for confirming that my hit-and-run stategy is satisfactory. I tend to feel like a lil' punk going about my business this way, but a squishy blaster has to do what a squishy blaster has to do.

Mr_Startle
04-18-2005, 05:43 PM
[ QUOTE ]
Really good at pulls: if you think its impossible to pull two LTs apart, not good enough yet. If you think pulling = standing back here and shooting at something, not even close yet.

[/ QUOTE ]

Pulling I'm still trying to master. I recognize that you pick off the outside stragglers when they wander from the pack and don't immediately target the boss, but other than that, I'm open to advice. Once I'm out of stragglers to pull toward me, that's when I hit the pulling wall and end up aggroing everyone.

[ QUOTE ]
Really good at jousting: you don't need extra range in burst or torrent, you don't run into things, and if you get low health, you escape more often than drop dead.

[/ QUOTE ]

Just starting to pick this one up, having just learned of it recently on the board. What I try to do is run up and then run back, but then I was doing that before invis. Now that I have invis, I'm going to start running through to come out on the other side. I can definitely tell that this takes practice.

[ QUOTE ]
Really good at knockback control: you want them there, you put them there, chain knockback is second nature, and you will switch targets to knock one down and switch back without thinking.

[/ QUOTE ]

Nowhere near this kind of game command yet, but I'm trying to learn.

Arcanaville
04-18-2005, 07:11 PM
[ QUOTE ]

Pulling I'm still trying to master. I recognize that you pick off the outside stragglers when they wander from the pack and don't immediately target the boss, but other than that, I'm open to advice. Once I'm out of stragglers to pull toward me, that's when I hit the pulling wall and end up aggroing everyon


[/ QUOTE ]


Here are the basics everyone will tell you:

Distance is good, be far away.

Stealth is good, have some (it reduces the perception radius, effectively making better use of distance)

Don't kill the guy you are trying to pull (this one, frankly, isn't really accurate, though, in the sense of if you actually pull off the perfect pull, but you accidentally or deliberately kill the target, you still shouldn't aggro the whole rest of the bunch).


Here's a few things people don't always know about pulling that isn't mentioned very often:

1. Distance is important, but breaking line of sight is even better. I see so many people "pull" by standing still, firing a shot into the crowd, and then seeing how many come after them. That's not pulling, that's gambling. If you can break line of sight fast, your pull will tend to go better. Line up on a target, and then move behind an obstacle (like around the corner) until you can just barely see the target. Then - and this takes practice - fire and move behind the obstacle *at the same time*. What will tend to happen is that the guy you shot will come around after you, but the others, because of the way the alarm logic works, will "get alerted to your presence" but be unable to locate you, since they can't see you. Be warned that this doesn't always work, so be able to "mouse look around the corner" to see what's coming.

A really good way to do this exists in the Hollows, the Shadow Shard, and other places where you find yourself in the "hollows-like" tunnels. There is so much "up and down" terrain, that you can jump up, fire, and as you fall back down you will break line of sight, exactly the way you want. If you want to use snipe to pull from very long range, *hover* and fire, then immediately turn off hover - once again, you'll rapidly fall out of line of sight.


2. When it goes to heck, it can be fixed! Run for your life, but keep them in sight if you can. Keep kiting them until they get tired of chasing you, and start running back. Then - go after them, and shoot the straggler. When they are all running away from you, shooting the last guy in the back will generally cause him to turn to you and attack, while the rest of the group continues to run off.


3. The guy that wanders away is a good target, but the best target is the one the other guys aren't looking at. If there is a group all looking in one direction, go to the other side, and shoot the guy closest to you (farthest in the back). Hit him, and if he isn't knocked back too far into the group, he will come after you, but the others wont' turn around fast enough to see you (see breaking line of sight, above).

Which one is closest? All good pullers have /target_enemy_near bound to a key, so they can reliably target the closest thing to them.


4. Target things that prefer melee attacks over ranged attacks. Slashers over gunners, that sort of thing. They are least likely to stand and shoot at you, and much more likely to run after you.


5. When pulling simply won't work, or won't work well: if there is something in the group with a very long perception range, like snipers, rikti drones, and other things that can see through stealth, only experts have any chance at all pulling those groups. It can be done, but only from extreme range with snipe shots. Don't practice on these. Never, ever attempt to pull the Skyraiders unless you intend to practice on them to write a pulling guide. Its possible, depending on the mix of minions, but most of the time you'll get a bunch of raiders teleporting in all around you.


You know, if you want to learn pulling but aren't hanging around pullers a lot, watch tanks that herd. Herding is the converse of pulling. Notice what they do. They grab everyone's attention. Then they run off. Then they run around a corner. They break line of sight because they want to force all those mobs to have to chase them instead of standing and firing from range, and then as they all round the corner they bunch up in nice piles - if they do it right. If they do it wrong, the villains go wide around the corner and don't make a pile.

You want to do the same thing, just to one target at a time. Get his attention. Shooting him in the head works wonders to get their attention. Then run around the corner, fast. Force him to come to you. Make sure you're ready to hit him before he gets a good shot at you. Make sure this is all happening far enough away from the others that they don't care. Your main problem is grabbing just one, and breaking line of sight fast enough to only keep one.


It takes practice, but that is what solo missions are for - no one can laugh at you when you "pull" eight DE towards you at the same time. When I was learning this I had blown pulls in ways so ridiculous you would think I was trying to commit suicide. Don't be discouraged if it takes time to get right. Most of the people that tell you they got pulling down quickly probably aren't even doing it correctly now.


Energy is king of the pull. Have fun.

Starfire_One
04-19-2005, 12:01 PM
[ QUOTE ]
When does it become possible to blast away a +1 or +2 mob of 8 or 10 without having to run away after having only off'd one or two of the mob? Is it ever possible? (I hate asking a group to help me with these hunting mishs. Don't know why.)

[/ QUOTE ]

It is possible and I was doing it before my 3rd respec. Here's what I found works best...

1) Hover up out of melee range, but be close enough to use the main powers (Stealth will help with this).

2) Target an enemy just past the closest one. Then hit the powers in this order: Aim, Build Up, and Sniper.

3) When you see the animation and halo around the sniper power, quickly target the nearest enemy and hit Blast. When Sniper and Blast both fire, hit Bolt.

4) Use Blast, Bolt, and Burst on whatever comes in range. If you start taking too much damage, run away. Then, rinse and repeat.

My normal tactic is to Hover, Aim, Build, Snipe the farthest. While snipe is charging, I Bolt then blast the closest. Now my BU and Aim have dropped, so I start spamming torrent and explosive on the mob as they get close. If anyone is not KBed, Power Push handles that.

I can go through a group of Crey in nothing, except when they have a Protector with them. DE and Nemesis are easy also. Rikti I have a problem with, but if I start to get overwhelmed I hit the panic button: NOVA!

After that either they die, or I die... either way, what fun!

TopDoc
04-20-2005, 07:49 AM
[ QUOTE ]
1. Distance is important, but breaking line of sight is even better.

[/ QUOTE ]

I find jump pulling to be the most effective. You find a convenient crate to hide behind. Target an enemy, hit the attack (which won't go off yet), then jump. The attack will go off once you land, safely out of site. If there isn't something to jump over, you can also jump around a corner. This is harder, since you have to move, jump, and hit the attack. It takes some coordination and timing, but it's not too bad. It goes off again after you land behind the corner out of sight. But if done right (and out of perception range), there is no way for a mob to attack you after you attack unless they come after you.

As someone else said, you don't want to defeat the mob you pull. Defeated mobs send out a death cry that agros nearby friends. I've seen a pulling guide that describes this as being a larger radius than the "hey I'm being attacked" cry that pulled mobs normally send out.

Arcanaville
04-20-2005, 11:08 AM
[ QUOTE ]
[ QUOTE ]
1. Distance is important, but breaking line of sight is even better.

[/ QUOTE ]

I find jump pulling to be the most effective. You find a convenient crate to hide behind. Target an enemy, hit the attack (which won't go off yet), then jump. The attack will go off once you land, safely out of site. If there isn't something to jump over, you can also jump around a corner. This is harder, since you have to move, jump, and hit the attack. It takes some coordination and timing, but it's not too bad. It goes off again after you land behind the corner out of sight. But if done right (and out of perception range), there is no way for a mob to attack you after you attack unless they come after you.


[/ QUOTE ]

Yep, this tends to be the best tactics outdoors. Note: you used to be able to do this with fences, but not any more.


[ QUOTE ]

As someone else said, you don't want to defeat the mob you pull. Defeated mobs send out a death cry that agros nearby friends. I've seen a pulling guide that describes this as being a larger radius than the "hey I'm being attacked" cry that pulled mobs normally send out.

[/ QUOTE ]

Yep, and there's a catch to this that makes this advice a sometimes not entirely correct. This is a problem for people that don't break line of sight. As I mentioned, there are a lot of people that "pull" by standing fifty feet away stealthed, shoot one, and see how many come. If that shot kills the target, they will tend to pull the entire group because of the "death cry."

But a proper pull won't do that. The only attack we have that has any chance at all to 1-shot kill tends to be snipe (anyone pulling with firebreath deserves to die). If you pull from extreme range with snipe, and you are outside their perception range, you can shoot with impunity. If the snipe actually kills the target, all of the others will be "alerted" but they will be unable to actually see you to attack.

So it is perfectly valid to stand at extreme range, use boost range, build up, and snipe-kill someone one, wait for snipe to recharge, and then shoot *again* and this time pull the next one.

Similarly, if you actually break line of sight while firing at a target and you actually kill the target for whatever reason, the fact that you broke line of sight means the others can't rush you. The main problem with LOS-breaking is that the *only* reason they aren't all trying to kill you is because they can't see you; the moment you round the corner again they are all going to charge you.

Its one of those rules that its best to believe when you are first starting out because its safer to believe it, but then in certain circumstances, its good to remember that its not absolute, because some tactics require you to disobey it later on.

Example: one minion, one LT, one Boss Rularuu, in the tunnels, where sniping from maximum range isn't possible because of tunnel geometry. Here, its best to kill the minion, break LoS, wait for aggro to quiet down, then attempt a pull on the LT. The alternative, pulling the minion, might cause him to shoot at you, which might then pull them all to you.

Mr_Startle
04-21-2005, 04:40 AM
Much thanks to everyone who responded. Last night I only had time for one mission (thank God my grad school classes are finished until September now), so I undertook a Freakshow warehouse mish solo in order to practice on pulling. Wow, that line of sight thing really does make things a heck of a lot easier, doesn't it? I only aggro'd a second Freak once or twice, and I never got myself in a situation that needed for me to SS away.

The one thing I noticed that I didn't see on here: Even if you do successfully pull only one bad guy, if the rest are on alert and you hop in their line if sight after wacking the one you pulled, they'll see you even with invis. Just thought I'd point that out.

Thanks for all the help everyone. Much appreciated. Once I get pulling fine-tuned (now to try it outdoors with much bigger groups), it'll be time to start brushing up on jousting.

Arcanaville
04-21-2005, 07:37 AM
[ QUOTE ]

The one thing I noticed that I didn't see on here: Even if you do successfully pull only one bad guy, if the rest are on alert and you hop in their line if sight after wacking the one you pulled, they'll see you even with invis. Just thought I'd point that out.


[/ QUOTE ]

I thought I mentioned that in #1 in my post above, but I should have been more clear. I also hinted at it in the next post:

[ QUOTE ]

Similarly, if you actually break line of sight while firing at a target and you actually kill the target for whatever reason, the fact that you broke line of sight means the others can't rush you. The main problem with LOS-breaking is that the *only* reason they aren't all trying to kill you is because they can't see you; the moment you round the corner again they are all going to charge you.


[/ QUOTE ]

You do have to be careful about that. So even if you pull only one, there is a difference between a "good" pull and a "great" one, and its one of the advantages of hitting from behind (and not killing anyone). I believe it takes about a minute or two for the "alert" to wear off, btw.


[ QUOTE ]
Last night I only had time for one mission (thank God my grad school classes are finished until September now), so I undertook a Freakshow warehouse mish solo in order to practice on pulling. Wow, that line of sight thing really does make things a heck of a lot easier, doesn't it? I only aggro'd a second Freak once or twice, and I never got myself in a situation that needed for me to SS away.


[/ QUOTE ]

:D

Mr_Startle
04-29-2005, 10:52 AM
SnipeFu,

Congratulations! Just saw that you took home the Most Helpful award! Well deserved! :)

SnipeFu
04-29-2005, 10:59 AM
[ QUOTE ]
SnipeFu,

Congratulations! Just saw that you took home the Most Helpful award! Well deserved! :)

[/ QUOTE ]

Thank you :cool:

Arcanaville
04-29-2005, 12:43 PM
[ QUOTE ]
[ QUOTE ]
SnipeFu,

Congratulations! Just saw that you took home the Most Helpful award! Well deserved! :)

[/ QUOTE ]

Thank you :cool:

[/ QUOTE ]

Gratz SnipeFu :)


[ QUOTE ]

Support Blasters Yoda Does. A perimiter around the survivors the devs must make.


[/ QUOTE ]

Jedi are really more katana/SR scrappers. And much like on the test server now, most of their defense comes from parry. Also, they look really cool, but put them in an arena, and a bunch of blasters will kill them pretty quick.

DuskKing
05-01-2005, 07:24 PM
I just wanted to post something I found out with Energy Torrent and Explosive Blast...

I slotted Energy Torrent with two recharges, so with that and Hasten, I can fit two ET's into one BU+Aim cycle. With this and EB, I can "alpha" up to oranges, if I knock them back into walls. They don't really get any return fire since they're all on the ground.

Sooo this was just a really cool find for me. Now I can actually blow groups up =P

Arcanaville
05-02-2005, 02:18 AM
[ QUOTE ]
I just wanted to post something I found out with Energy Torrent and Explosive Blast...

I slotted Energy Torrent with two recharges, so with that and Hasten, I can fit two ET's into one BU+Aim cycle. With this and EB, I can "alpha" up to oranges, if I knock them back into walls. They don't really get any return fire since they're all on the ground.

Sooo this was just a really cool find for me. Now I can actually blow groups up =P

[/ QUOTE ]

I've been playing around with recharge myself recently - I've got a test build with one recharge slotted into everything. Its a little weird - I'm so used to just firing off attacks as they recharge, and with energy, usually exactly one attack is recharged at any one time once you unload the alpha strike. I think you can do this trick with only one recharge, and I don't think you need to stack BU on top of Aim either - I think T+EB+T will take out +2 minions without stacking Aim on top. It wont take out LTs, although thats no problem, because you have a pause between EB and the next T, so you can squeeze another shot in there and take out an LT within the combo.

I've been saying all along that you can easily drop EB right on top of torrent without torrent's scatter being a real problem, but can you actually stack T+EB+T consistently on a single pile? The big problem I'm having right now is getting into the optimum position to pull this off, which is real up close and personal for the initial torrent.

On test, where I'm testing this, that's not as easy anymore with the SS debuff. Maybe you will need to stack Aim on top to make this work - but I hate to give up BU/Aim alternation.

DuskKing
05-02-2005, 04:21 AM
Well, I'm a Blapper, so I'm up close anyway. It often does miss one or two, but it works better if you have a wall to group them up with.

It's obviously not as good as something like Firebreath and Fireball, but at least it's something =/

Airhammer
05-02-2005, 06:33 AM
I am pissed about the SS change.. It sucks and to me it affects blasters the most. I am beginning to think in all honesty they dont like blasters. No defense, no resistance, low hit points, the second most damage, and now u cant even use SS to get yourself in a good attack position.

Oh but you have distance ( and the enemies often outdistance you too )

This is starting to suck.. Just when I get my character to a playstyle that works for me.. they alter the freakin game. I am tired of this crap.

SnipeFu
05-02-2005, 12:04 PM
[ QUOTE ]
I just wanted to post something I found out with Energy Torrent and Explosive Blast...

I slotted Energy Torrent with two recharges, so with that and Hasten, I can fit two ET's into one BU+Aim cycle. With this and EB, I can "alpha" up to oranges, if I knock them back into walls. They don't really get any return fire since they're all on the ground.

Sooo this was just a really cool find for me. Now I can actually blow groups up =P

[/ QUOTE ]

Dude, that is brilliant. I absolutely love this idea and have to test it out. If an energy blaster can have decent AoE like this it would make things SO much easier.

Starfire_One
05-02-2005, 12:48 PM
I think I'll try that as well... If I can have something besides my 6-damage slotted Nova to do to large groups, it might save my bacon in the Shadow Shard :cool:

Devin_Lacer
05-02-2005, 01:58 PM
Two ET's>then ET=ExB

I've always done this.

Never considered fitting it out with two Recharges though...

Maybe...Then again I prefer running 20 secs of aim/bu by alternating. But hey, whatever works for you man.

Devin_Lacer
05-02-2005, 02:11 PM
Hey Snipe, where the Forces Mastery section.

I realize it isn't part of the NRG primary, but I know that as an NRG blaster looking to your guide for help, I fully expected it to be in their.

I figured 3.0 would have it. *Shrug.

I know you "like" fire mastery do to the utility and awesome that is Char, but really man, NRG and Force Mastery go together in concept so well...

IDK, it isn't a big deal, I was just expecting it to be in the latest and greatest version of your awesome guide.

Check ya lata.
_________________
Raedien
Level 40
NRG/NRG
Stealth/Stamina/TP/Hasten
"You know nothing of power..."

SnipeFu
05-02-2005, 02:34 PM
[ QUOTE ]
Hey Snipe, where the Forces Mastery section.

I realize it isn't part of the NRG primary, but I know that as an NRG blaster looking to your guide for help, I fully expected it to be in their.

I figured 3.0 would have it. *Shrug.

I know you "like" fire mastery do to the utility and awesome that is Char, but really man, NRG and Force Mastery go together in concept so well...

IDK, it isn't a big deal, I was just expecting it to be in the latest and greatest version of your awesome guide.

Check ya lata.
_________________
Raedien
Level 40
NRG/NRG
Stealth/Stamina/TP/Hasten
"You know nothing of power..."

[/ QUOTE ]

Version 3.0 came out right before the epic mastery pools came out. The newer version which I have no idea when I will get around to will have a detailed explaenation of the epic pools. :)

DuskKing
05-02-2005, 06:17 PM
Ok, unless I completely suck at CoH math (which is possible, the last time I tried doing math I managed to get 80% defense using Power Boost >_>), then these are the numbers for Energy Torrent with recharges (assuming ET is slotted with 1 Acc, 2 Recharge, and 3 Damage):

(1.8333 + .8333) * (1 + (1 + .65 + .33 * 3)) * 2 = 19.412848

That's in one BU+Aim cycle... Fire Breath is

(1.6250 * 3) * (1 + (1 + .65 + .33 * 5)) = 20.9625

Holy crap that's close o.O

I'm still not sure if you can do it with only one recharge, but if you could... (1 Acc, 1 Recharge, 4 Damage)

(1.8333 + .8333) * (1 + (1 + .65 + .33 * 4)) * 2 = 21.172804

O_O

Wow...

Lemme see if that works...

EDIT: Does my math suck? Please don't tell me it sucks >_>

Arcanaville
05-02-2005, 07:07 PM
[ QUOTE ]
Ok, unless I completely suck at CoH math (which is possible, the last time I tried doing math I managed to get 80% defense using Power Boost >_>), then these are the numbers for Energy Torrent with recharges (assuming ET is slotted with 1 Acc, 2 Recharge, and 3 Damage):

(1.8333 + .8333) * (1 + (1 + .65 + .33 * 3)) * 2 = 19.412848

That's in one BU+Aim cycle... Fire Breath is

(1.6250 * 3) * (1 + (1 + .65 + .33 * 5)) = 20.9625

Holy crap that's close o.O

I'm still not sure if you can do it with only one recharge, but if you could... (1 Acc, 1 Recharge, 4 Damage)

(1.8333 + .8333) * (1 + (1 + .65 + .33 * 4)) * 2 = 21.172804

O_O

Wow...

Lemme see if that works...

EDIT: Does my math suck? Please don't tell me it sucks >_>

[/ QUOTE ]

Yup, you got it.

Torrent is 1.8333 + 0.8333 = 2.6666 like you said.

BU+Aim+3dmg = 1+0.6+1 (My figure for Aim is 0.6, not 0.65, but its not all that important - I'll check it tonight to be sure).

Net damage is 2.6666 * (1 + 2.6) = 9.60. Two firings is 19.2

One mistake: Fire breath cannot go as high as you calculate:

(1.625 * 3 ticks) * (1 + 1 + 0.6 + 1.66) = 1.625 * 3 * (4.26)

4.26 is above the 400% blaster damage cap. Capped, fire breath is:

1.625 * 3 * 4 = 19.5

Its practically a wash, although we have to fire twice to get there.

If we can do it with 1 recharge like I think we can (I'm definitely double checking tonight) then:

2.6666 * (1 + 1 + 0.6 + 1.33) * 2 firings = 2.6666 * (3.93) *2 = 20.96

Higher than fire breath, but again, this sequence (BU+Aim+T+T) takes about 12 seconds. You will want to shove EB in there - even if the thing is unslotted for damage - just to keep knocking them around during the 7 seconds you are waiting around for T to recharge.

Arcanaville
05-03-2005, 12:34 AM
a) One recharge is definitely enough to get two torrents under one build up window. When I took out the 50++ recharge and put in a straight 50, the second torrent was getting in on the last second of BU, about what the calculations say should happen.

b) Although I thought I was good at hitting a group with T+EB, T+EB+T makes me look like a rank amateur. If I get half of them with the second T, I'm surprised.

c) Only one recharge leaves a large gap between T+EB and the last T, and they tend to shoot back. In fact, its a good idea to wait to the count of two to fire off the EB, to pace the knockback. A second recharge cuts the wait time by about a second, which might be meaningful.

d) I forgot to test Aim carefully, its definitely 60% plus or minus 5%, which haha doesn't answer the question. Oh well, next time.

DuskKing
05-03-2005, 04:43 AM
Well, can you fit two ET's into one BU AND Aim cycle?

Since BU takes a moment to activate and Aim takes a moment to activate...

Starfire_One
05-03-2005, 08:06 AM
I just got done trying it, and it rocks! I have my ET slotted 1 Acc, 1 RecRed, and 4 Dam (Used to be a ConRng instead of a RedRed). With Hasten up, I am able to fire like this: BU, Aim, ET, EB, ET. After that, all I have to do is cycle through and take out the Lieutenants and Bosses! If I have an Empath's Fortitude (or other damage enhancing power), I only need to take out the bosses! With a Kinetics boost (Fulcrum Shift I think) I was able to take down a group of 3 Fake Nemesis, 2 of which had their group shields up!

Thank you for this wonderful new AoE Weapon of Mass Destruction!

Arcanaville
05-03-2005, 11:48 AM
[ QUOTE ]
Well, can you fit two ET's into one BU AND Aim cycle?

Since BU takes a moment to activate and Aim takes a moment to activate...

[/ QUOTE ]

Nope, since Aim takes 2 seconds to activate, if I tried to stack BU and Aim, the second torrent just missed. I forgot to test two recharges with BU+Aim. I think two will fit, but I honestly forgot to test, I was too busy trying to see if I could actually hit a group with all three, and to see what happens when I use this tactic on possessed LTs.

For the munitions people, an interesting chain is BU+torrent+sleep grenade+wait+torrent.

Darn, well, back to test again :D

Arcanaville
05-04-2005, 02:48 AM
Apparently, if you just keep on going, when you get to 4 50++ recharges in torrent, you can get a T+EB+T sequence to fire in about 6 seconds total, and it takes out minions. 6 seconds is fast enough that things are not really shooting back at all anymore.

I don't know if anyone is crazy enough to 4-slot torrent with recharge, but it does seem to work for the alpha strike alone. And if you stack BU and Aim, the combined accuracy completely overcomes the -50% on superspeed, so you can do this combo while fully protected by stealth+SS.

You're going to have energy blasters going nuts trying different combinations of this, DustKing. :eek:

TopDoc
05-04-2005, 01:28 PM
[ QUOTE ]
... And if you stack BU and Aim, the combined accuracy completely overcomes the -50% on superspeed, so you can do this combo while fully protected by stealth+SS.

[/ QUOTE ]

And here I was just about to ask... "Say SnipeFu, how do you think the ToHit debuff on Super Speed and Super Leap will affect Energy blasters? Have you tried macros or binds to turn them off when attacking? Because that 50% is nasty unless you have HOs."

Well, OK, I'll ask it anyway. Any comments?

SnipeFu
05-04-2005, 02:36 PM
[ QUOTE ]
[ QUOTE ]
... And if you stack BU and Aim, the combined accuracy completely overcomes the -50% on superspeed, so you can do this combo while fully protected by stealth+SS.

[/ QUOTE ]


And here I was just about to ask... "Say SnipeFu, how do you think the ToHit debuff on Super Speed and Super Leap will affect Energy blasters? Have you tried macros or binds to turn them off when attacking? Because that 50% is nasty unless you have HOs."

Well, OK, I'll ask it anyway. Any comments?

[/ QUOTE ]

Even with 6 HOs you will still miss a lot. I have a feeling the acc debuff is applied to final accuracy taking it down no matter how much acc is slotted in the attack. HOWEVER, buildup or aim will each negate the debuff very well.

Airhammer
05-04-2005, 05:31 PM
Yeah but thats only for a few seconds what do I do the rest of the time ??? This SS debuff sucks..

Arcanaville
05-04-2005, 07:33 PM
[ QUOTE ]
Yeah but thats only for a few seconds what do I do the rest of the time ??? This SS debuff sucks..

[/ QUOTE ]

Run around a lot. SS is still plenty fast. During the 13 seconds of downtime when BU and Aim are recharging, you have 4 seconds to run to a contact, 2 seconds to buy two acc insps, 4 seconds to return, and 2 seconds to pop them both, and then 1 second to get a shot off, and then BU and Aim will be recharged again. Simple.

Arcanaville
05-04-2005, 08:01 PM
Well now... (http://boards.cityofheroes.com/showflat.php?Cat=&Number=2800561)

Arcanaville
05-05-2005, 03:30 AM
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
... And if you stack BU and Aim, the combined accuracy completely overcomes the -50% on superspeed, so you can do this combo while fully protected by stealth+SS.

[/ QUOTE ]


And here I was just about to ask... "Say SnipeFu, how do you think the ToHit debuff on Super Speed and Super Leap will affect Energy blasters? Have you tried macros or binds to turn them off when attacking? Because that 50% is nasty unless you have HOs."

Well, OK, I'll ask it anyway. Any comments?

[/ QUOTE ]

Even with 6 HOs you will still miss a lot. I have a feeling the acc debuff is applied to final accuracy taking it down no matter how much acc is slotted in the attack. HOWEVER, buildup or aim will each negate the debuff very well.

[/ QUOTE ]

I've seen the same thing, and that is really, really odd, because it means the -acc does not work the way we traditionally think about acc debuffs. Aim effectively erases the -acc on SS, but 4 HOs (+200% acc) don't. That's either a sign that there are some debuffs that don't work they way we think they do, or the debuff is actually bugged in its strength.

I suppose its also irrelevant as well, but it might be relevant down the road for figuring out how the -acc in fly works.

DuskKing
05-07-2005, 04:02 PM
[ QUOTE ]
You're going to have energy blasters going nuts trying different combinations of this, DustKing. :eek:

[/ QUOTE ]

>_>

DusK!

K!

It's a K!

>_>

Zubenelgenubi
06-12-2005, 07:55 PM
ZUBENELGENUBI’S BUILD

Here is my plan for the next iteration of the Mighty Mighty Zubenelgenubi (currently at level 50). From the 4-slotted Hasten one might infer that he’s heavy on the HO’s. One would be correct. There’s about 50 in him now.

6 - POWER BOLT
6 - POWER BLAST
6 - ENERGY TORRENT
6 - POWER BLAST
6 - SNIPER BLAST
1 - AIM
3 - EXPLOSIVE BLAST
4 - NOVA

6 - POWER THRUST
1 - BUILD UP
6 - BONE SMASHER
6 - TOTAL FOCUS

3 - HOVER
1 - FLY

1 - SWIFT
3 - HEALTH
6 - STAMINA

4 - HASTEN

1 - RECALL FRIEND
3 - TP FOE
1 - TELEPORT

3 - REPULSION FIELD
5 - TEMP INVULNERABILITY
6 - FORCE OF NATURE

This build is somewhat optimized for PvP, but allows for usefulness in PvE. I refuse to go against character concept, so the concealment power pool is out. Flight and TP are required.

Repulsion Field is intended almost solely for PvP. (If I want villain mobs to move away from me, I’ll just Nova them) Are there too many slots in Repulsion Field? Do I need more?

Are there enough slots in TP Foe? What slotting works well for this in PvP?
Explosive Blast will need Aim & Build Up to reach the damage cap.
FoN: If it’s loaded with Membranes, what will be its down time?
How many resistance SO’s do I really need in Temporary Invulnerability?

Many people say that Health should not get additional slots. However, I’ve found it quite useful with 3 or 4 slots while I’m soloing. I might be willing to trim a slot here, but 2 would be minimum, I think. I’d rather take one or two from Power Thrust or Bone Smasher if I’m really pressed.

Thanks in advance!

:D

Arcanaville
06-13-2005, 10:12 PM
[ QUOTE ]

Here is my plan for the next iteration of the Mighty Mighty Zubenelgenubi (currently at level 50). From the 4-slotted Hasten one might infer that he’s heavy on the HO’s. One would be correct. There’s about 50 in him now.


[/ QUOTE ]

Uhm, well, the fact that you have 1 slot in build up, but 6 in power thrust tells me this is a concept build; anything I say is very likely going to miss the point entirely.

I guess, since you only have 50 HOs, I could recommend getting the other 20 and making a complete set.

Other than that, you have power blast twice, good choice since its a pretty good power (I'm assuming thats really burst), and 3 slot hover and 1 slot fly. I know you said that flight was mandatory, but if you use teleport to get around, maybe hover would be good enough for in-combat flight, and you could substitude fly for conserve power. I dunno if that breaks concept, and you don't have slots for it, but it still makes a good pre-nova booster, and its still 90 seconds of no endurance worries when it does come up. Conserve power is much more useful in PvE than PvP, though.

Zubenelgenubi
06-14-2005, 12:45 PM
[ QUOTE ]
Uhm, well, the fact that you have 1 slot in build up, but 6 in power thrust tells me this is a concept build; anything I say is very likely going to miss the point entirely.

[/ QUOTE ]

Why do you say that?

With my HO's, I'm at the damage cap for my entire primary power set except for Nova and Explosive Blast. I only need build up on those. Power Thrust is very useful in PvP. For PvE it's not that great, but I'm lvl 50 now... so the Arena seems to be it.

[ QUOTE ]
I guess, since you only have 50 HOs, I could recommend getting the other 20 and making a complete set.

[/ QUOTE ]

Working on it. That's why I'm looking for comments on this build. So I know what else to trade for.

:D

Mostly I'm interested in how many slots I'll need for TP Foe and Repulsion Field, given that these will be used almost entirely for PvP.

Arcanaville
06-14-2005, 05:49 PM
[ QUOTE ]
[ QUOTE ]
Uhm, well, the fact that you have 1 slot in build up, but 6 in power thrust tells me this is a concept build; anything I say is very likely going to miss the point entirely.

[/ QUOTE ]

Why do you say that?

With my HO's, I'm at the damage cap for my entire primary power set except for Nova and Explosive Blast. I only need build up on those. Power Thrust is very useful in PvP. For PvE it's not that great, but I'm lvl 50 now... so the Arena seems to be it.


[/ QUOTE ]

Even though you are at the damage cap with 6-slot dmg/acc, you might still want to have fast cycling BU and Aim, especially Aim, for the arena, for the to-hit buffs against defensive sets, like SR and FFs, and even blasters packing PFF. You might even want to multislot Aim with to-hit buffs just for that purpose.

Airhammer
08-31-2005, 06:34 AM
Just revisting the post. I am now level 39 almost 40. Amazingly two nights ago I was on a team blasting and sniping away (I have become a master with snipe ) with another nrg blaster and they person asked me.

Hey Airhammer are you a student of SnipeFu??

That was about the coolest thing that has ever happened in game. :)

I love being on teams now. My regular friends know I can take a boss out pretty quick. Its cool to hear them say.. Yo Air.. boss.. or Yo Air Void/Quantum... and I am like " Check ".

We were on a team with a few Khleds and they were all worried about the voids. We were really far away looking down and I was like you want me to snipe him from here ?? They were like you can snipe him from here ??? I was like NO ONE is out of my range..

Aim Build Up, Boost Range, Snipe.. Hover in close ( what suppression ?? ) Power Blast, Power Bolt.. and the coup de grace Power PUSH.. oops on your butt again??.. Heres another Snipe for ya.. BLAMMMM> dead....

They were like.. dag....

SnipeFu
09-02-2005, 09:48 AM
:)

Thanks for that! I will be updating relatively soon for I5. :cool:

Grasp
09-16-2005, 07:10 PM
Okay, I'm ready for you to post an update snipe. :p

Airhammer
09-16-2005, 07:18 PM
I have found that Issue 5 hasnt changed the way I play at all...

Airhammer
09-23-2005, 10:00 PM
at level 41 now.. thinking about bonesmasher or this new double BU+AIM+EB combo I have been reading about. Will the double EB at least take out minions really well ??

Airhammer
10-04-2005, 05:14 AM
Level 45 and counting. Went with Bonesmasher.. Love it.. Now just need Temp INV and Force of Nature and I am done !!!!!

Next.. Elec/Elec Blaptroller !!!!

SithL0rd
10-06-2005, 11:09 AM
I quit playin last fall when WoW came out an now I'm back to get ready for CoV. I'm not a hardcore player and my blaster is only a 31 energy/elec blaster. I've read and read this week trying to catch up on all the changes but still have couple of questions.

Is energy/elec still viable as mostly solo? All I see on the boards are the energy/energy blasters. Does anyone have a link to a decent template handy?

Thanks for any help.

Airhammer
10-06-2005, 04:37 PM
Look back in this post and see Snipe's build. He is energy/elec and my wife is a level 42 Nrg/Elec. All I can say is this.. Shocking Grasp and Shocking Bolt ( the new Epic Power for Electric Blaster ) will be your very very new bestest friends.

SnipeFu
10-07-2005, 11:56 AM
[ QUOTE ]
Look back in this post and see Snipe's build. He is energy/elec and my wife is a level 42 Nrg/Elec. All I can say is this.. Shocking Grasp and Shocking Bolt ( the new Epic Power for Electric Blaster ) will be your very very new bestest friends.

[/ QUOTE ]

agreed. They will help you hold a boss in no time.

SithL0rd
10-07-2005, 01:30 PM
I finally found it. Too much reading lately.

Thanks for the assist guys an everyone who has posted in this thread.

Airhammer
10-16-2005, 09:16 PM
To everyone who made this post one of the best on the boards. To everyone who helped me and gave me advice. To everyone who hooked up that Sunday on test and had a super good time throwing Hellions all over creation..

Thank you..

Why... One Word...
.
.
.
.
.
.
FIFTY !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Nuff said...

EnergyStar_MsK
10-16-2005, 10:10 PM
GRATZ! Welcome to the HoTC (pronounced "Hotsy!") crowd!

SnipeFu
10-17-2005, 09:10 AM
Grats Airhammer! :cool: :cool: :cool:


I think on that note it would be prudent to say that this guide will not be getting an update anytime in the near future like I had promised.

Airhammer
10-17-2005, 11:48 AM
Well if ED goes through ( and it will belee dat ) then I would say an update is in order..

Gorgar
10-20-2005, 07:10 PM
I hope you do update for ED. The advice in this guide was what I used (and deviated wildly from at times, but knowing what I was getting myself into) to build my first deliberately planned character.

Of course, said character was also built around scouting with Phase Shift, and spent a few weeks on test experimenting heavily with the powers in the energy secondary with the three free power choices I5 brought her. The new build? Based on perma-Hasten and near-perma Power Boost.

Now she drinks a lot of tea in her apartment and reads.

SnipeFu
10-21-2005, 02:36 PM
At this point I'm just not sure I want to relearn the game yet again and retool my character yet again.

Maybe at some point in the future I will, but for the time being I guess this guide will become a relic of what once was :cool:

EnergyStar_MsK
10-21-2005, 03:13 PM
Mebbie I'll post something inna beet...

_Zed_
10-21-2005, 03:15 PM
[ QUOTE ]
At this point I'm just not sure I want to relearn the game yet again and retool my character yet again.

[/ QUOTE ]

I understand completely. I'm quickly losing interest in playing my alts. The only saving grace is that:
1) ED won't affect my tanker much
2) I never really had a concept for my main and I am always trying to decide what to do with him anyways.

Mr_Startle
12-08-2005, 10:34 PM
Even though Snipe seems to have joined the unwashed masses of players turned off by ED, I'd just like to thank everyone on this thread who provided any kind of helpful post. Tonight I hit 50, and while I don't think I have a cookie-cutter build, I have to say that paying attention to this guide/thread really helped me along the way.

Thanks, everyone! ;)

Airhammer
12-09-2005, 06:02 PM
CONGRATZ !!!!!!!!!!!!!!!!!!!!!!!!!!!!!

SnipeFu
12-15-2005, 08:28 PM
[ QUOTE ]
Even though Snipe seems to have joined the unwashed masses of players turned off by ED, I'd just like to thank everyone on this thread who provided any kind of helpful post. Tonight I hit 50, and while I don't think I have a cookie-cutter build, I have to say that paying attention to this guide/thread really helped me along the way.

Thanks, everyone! ;)

[/ QUOTE ]

Many thanks and grats to you.

I have joined the unwashed masses. I now play a hunter. ;)

TopDoc
12-22-2005, 10:03 AM
I didn't want this thread to fade into obscurity, so let me breathe a little life into it...

I had a En/En Blaster that was level 40 when I stopped playing her a year ago. That was about a month after Snipe posted his guide. My build was pretty similar to what he recommended. Then I started doing Super Teams, making guides, and various other things. I've finally started playing my Blaster again, though it'll be on and off as I still have other things to do.

First order of business was an ED respec. I used my freespec and came up with the following. This is Miss Ion. She was my original "try to do every mission" character, though I missed a few. That meant lots of soloing against minions. I've got a scrapper that is 37 and has actually done every (non-expansion) mission, and I will likely use the Scrapper to continue missions. That means Miss Ion can do more teaming, AVs, etc.

Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Blaster
Primary Powers - Ranged : Energy Blast
Secondary Powers - Support : Energy Manipulation

01 : Power Thrust acc(01)
01 : Power Bolt acc(01) dam(3) dam(5) dam(13) recred(31)
02 : Power Blast acc(02) dam(3) dam(5) dam(11) recred(19) endred(25)
04 : Build Up recred(04) recred(13) recred(15)
06 : Power Burst acc(06) dam(7) dam(7) dam(11) recred(23) endred(25)
08 : Sniper Blast dam(08) dam(9) dam(9) recred(23) endred(36)
10 : Hasten recred(10) recred(15) recred(17)
12 : Hurdle jmp(12)
14 : Super Speed runspd(14) runspd(34) endred(36)
16 : Aim recred(16) recred(17) recred(19)
18 : Health hel(18)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Power Push acc(22) recred(31)
24 : Stealth endred(24)
26 : Bone Smasher acc(26) dam(27) dam(27) dam(29) recred(37) endred(40)
28 : Hover fltspd(28) fltspd(29) fltspd(31)
30 : Conserve Power recred(30) recred(37)
32 : Nova dam(32) dam(33) dam(33) recred(33) recred(34) recred(34)
35 : Power Boost recred(35) recred(36) recred(37)
38 : Total Focus acc(38) disdur(39) disdur(39) disdur(39) recred(40) endred(40)

A lot of these changes are for ED. Everything gets 3 slots where it's important. Super Speed is capped with 2 Run Speed Enhancements. Nova and Sniper Blast are meant for use after Aim+BU, so no need for Accuracy. Plus Sniper Blast has inherent Accuracy, so I can still use it in combat very effectively. Total Focus is slotted for Disorient.

Most of my attacks have a Recharge and END Reduction. If I'm up close using my best attacks, I shouldn't need to use Power Bolt except when Hasten is down. My attacks will recharge fast. But that can cost a lot of END, hence the END Reduction.

Yes I slotted Total Focus for Disorient. With Power Boost, that means I can keep a boss out of the action for 30 seconds. Worse case, without Hasten or Power Boost, I can still keep a boss chain stunned. For dual boss spawns, I can stun one, then ideally keep the other one bouncing till I TF it. Note that PB lasts 15 seconds, so I can get in 2 TFs if I use PB after Aim and BU. If I can't defeat 2 bosses who are stumbling around for that long, I don't deserve to be here.

I expect I'll be a blapper most of the time, thanks to the long duration and somewhat short recharge on TF. It'll give me a reason to use Inspirations, which those of you fighting at long range don't have. Power Burst and my melee attacks have a much higher Brawl Index. At worse, I'll have to Rest from time to time, but the recharge on that is very short these days. I expect this will be faster than more conservative range-only builds. I'm all about Speed.

I've already done the respec, but take a look and let me know what you think. Yes Conserve Power is gonna get one more slot. I put an extra slot in Power Push to play with Knockback Enhancements.

Mr_Startle
12-22-2005, 10:57 AM
[ QUOTE ]
[ QUOTE ]
Even though Snipe seems to have joined the unwashed masses of players turned off by ED, I'd just like to thank everyone on this thread who provided any kind of helpful post. Tonight I hit 50, and while I don't think I have a cookie-cutter build, I have to say that paying attention to this guide/thread really helped me along the way.

Thanks, everyone! ;)

[/ QUOTE ]

Many thanks and grats to you.

I have joined the unwashed masses. I now play a hunter. ;)

[/ QUOTE ]

Traitor!

Thanks for the grats. :)

Airhammer
12-24-2005, 06:08 PM
Id like to thank you for this post because I noticed that I am running out of end like mad. I didnt spec in end redux into a lot of my attacks and I need to make the switch from being pure brute NRG force into more of a DPS fighter, which I dont think I will have a problem with. I still have hasten, stamina and conserve power six slotted. I will take three slots off conserve power and probably place them on power boost or on some other area where it will benefit me more. Airhammer is still a good toon. Not as powerful as before but as Jim Kelly said in Enter thr Dragon.

Mr. Han: Your Style is unorothodox.

Jim Kelly: But Effective !!!....

Cambios
01-04-2006, 12:32 AM
Anyone have links to some good energy/ guides post-ED ?

Airhammer
01-04-2006, 07:38 AM
This is still one of the best nrg/nrg guides and in all hnoesty ED didnt totally break this guide. All I did was add a recharge into the powers I use most often to offset the fact hasten was no longer perma. The key is not to go over 3 slots in any one enhancement if you can find a better use for it somewhere else. I still have four damage slots in Snipe and Power Blast and even though I am only getting 4-5% boost it does put me over 100% and i couldnt find a better use for the slot somewhere else. Conserver Power which I rarely use has three extra slots that arent helping the recharge time much so I will probably use them on Stealth and SS to reduce its end use a little more (I tend to run stealth and SS all the time even when flying).

One of the keys I found is to test like mad. Get a respec if you dont have one already copy your toon to the test server and play aroundand find what u like.

One thing I found about NRG. You will find many different styles of players. I hate the aggro from AoE attacks so the only one I have in my arsenal is Nova.. If I AoE I want you dead. However others do very well with the NRG Torrent, Explosive blast Combo. Some dont like blapping. I tend to blap when necessary.. or when I can sneak up on a boss with Power Boost, BU and Aim and WHALLOP a boss on the dome and stun him for a good 15-20 seconds. He then gets a Bonesmasher and Power Burst for his trouble.. Followed by a Power Push and a Snipe lol.

A lot of what you will slot is about play style. Airhammer obviously likes fighting in the air. So I tend to be waaaaaaaaay out of melee range most times but with Boost Range almost no one is really out of my range. Its always fun to see my team go JEEZ when I shoot stuff from really really far away.

Starfire_One
01-13-2006, 08:44 AM
Well, if it weren't for SnipeFu, I never would have actually dinged 50. I've been tweaking my build for a while and I've come up with this. Since I hit 50, I've had mostly time to do my badge-wh0ring and PvPing, and this build is perfect for both... especially for those dumb stalkers who walk inside by Repulsion field then get Total Focuses all the way back to the hospital. Well, without further ado:

Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Blaster
Primary Powers - Ranged : Energy Blast
Secondary Powers - Support : Energy Manipulation

01 : Power Thrust acc(01)
01 : Power Blast acc(01) endred(3) rng(5) dam(9) dam(19) dam(23)
02 : Energy Torrent acc(02) endred(3) conrng(5) dam(13) dam(23) dam(42)
04 : Build Up recred(04) recred(25) recred(42)
06 : Hover fltspd(06) fltspd(7) fltspd(7) endred(13) endred(25)
08 : Aid Other recred(08) recred(9) inttim(15) hel(29) hel(43) hel(46)
10 : Sniper Blast dam(10) dam(11) dam(11) rng(15) rng(34) rng(43)
12 : Swift runspd(12)
14 : Fly fltspd(14) fltspd(43) fltspd(50)
16 : Power Burst acc(16) dam(17) dam(17) dam(45) rng(45) rng(34)
18 : Health hel(18) hel(19) hel(34)
20 : Stamina endrec(20) endrec(21) endrec(21)
22 : Stimulant recred(22)
24 : Resuscitate recred(24) recred(42) inttim(40)
26 : Power Bolt acc(26) endred(27) rng(27) dam(29) dam(37) dam(36)
28 : Stealth endred(28)
30 : Bone Smasher acc(30) endred(31) recred(31) dam(31) dam(36) dam(37)
32 : Nova dam(32) dam(33) dam(33) recred(33) recred(37) recred(36)
35 : Power Push acc(35)
38 : Total Focus acc(38) acc(39) endred(39) dam(39) dam(40) dam(40)
41 : Personal Force Field defbuf(41)
44 : Repulsion Field endred(44) endred(45) endred(46) acc(46)
47 : Force of Nature recred(47) recred(48) recred(48) damres(48) damres(50) damres(50)
49 : Stun acc(49)

-------------------------------------------

01 : Brawl acc(01)
01 : Sprint jmp(01)
01 : Prestige Power Surge endred(01)
01 : Prestige Power Slide runspd(01)
02 : Rest recred(02)

Starfire_One
02-15-2006, 12:45 PM
Well, since nobody posted after me, and I have some time before my class starts, let me explain the details of my build...

YOU DID WHAT?!?!

First some background. Starfire-One first hit Paragon City about two weeks after launch. He saw action (and debt-cap) through the game until he hit 50 shortly before I5. I've used almost every respec he has and have, in my opinion, perfected his build to my play style.

Now for a power-by-power:
01 : Power Thrust acc(01)
My power thrust is only used in my one-two "get the h3ll away from me" set. Because it has a good knockback but not much damage, it only has a single accuracy.

01 : Power Blast acc(01) endred(3) rng(5) dam(9) dam(19) dam(23)
Here's my main attack. As you can see from my previous post, all my primary attacks are 6-slotted. The 3 Damages give it the punch (post ED) it needs, the Accuracy means it almost always hits, the Range give me a little more range for those pesky mezzers and sappers, and the End Reductions let's me fight with little or no downtime.

02 : Energy Torrent acc(02) endred(3) conrng(5) dam(13) dam(23) dam(42)
This is the second of my main attacks. As before, it has the ear-marks of the original power but it's added bonus is the cone effect and the knockback. Sometimes, mostly in the earlier levels/exemped, I open with this attack to get everything knocked down then shoot whatever stands up first.

04 : Build Up recred(04) recred(25) recred(42)
This power may not seem like much, but when used in conjuction with my "Acc-less" attacks it provided more punching power and the Acc neccessary for the attack to actually go through. My typical attack pattern has me hitting this before Sniper Blast or Nova, but thrown into an exemped build lets me one-shot some lieutenants. The 3 Recharges let me use it often... which I do!

06 : Hover fltspd(06) fltspd(7) fltspd(7) endred(13) endred(25)
The first of mt power-pools and my main travel power. I usually have this always active in a mission and have a quick key-bind tied to one of my many mouse buttons which lets me switch between this and fly with ease. The 3 Flight Speeds let me keep up with most of my party while the 3 End reducers let me fight with it up... If the Defense changes go through, I may consider take out one of each and slotting 2 Defenses, but that will wait for testing.

08 : Aid Other recred(08) recred(9) inttim(15) hel(29) hel(43) hel(46)
Hello, my name is Starfire-One and I'm a badge-wh0re <twitch, twitch>. That's right, most people get this to help the team... I got this for the badges <twitch, twitch>. The two Recharges let me use it often-enough to be effectine, the Interrupt lets me use it in combat, and the 3 Heals give me the numbers needed to get the badges <twitch, twitch>... My own, my prescious, my badges <strokes them in his palm>

10 : Sniper Blast dam(10) dam(11) dam(11) rng(15) rng(34) rng(43)
Now for the opener to most of my attacks, my Sniper. You might notice the lack of Accuracy... Well, that's why I have my Build Up. With the 3 Damages and the 3 Ranges, I can one-shot minions so far away that their group won't agro on me. A current thought I was having was to replace one of the Ranges with an Interrupt to allow this to be used in Combat (and Hami-Raids).

12 : Swift runspd(12)
What can I say, this opens up one of the best power pools immaginable. Though, with the testing I'm currently doing, it may be more efficient to take Hurdle as the "jumping" may speed up flight and Hover (More to come on that).

14 : Fly fltspd(14) fltspd(43) fltspd(50)
Okay, what power make a person feel more like a superhero than fly? Sure, Super Speed is Faster, Super Jump gives you more mobility, and Teleport lets you avoid agroing things... but I'm a traditionalist... I like flight! The 3 Flight Speeds maxes it and, with my keybinds, I can effortlessly switch between this and hover for combat.

16 : Power Burst acc(16) dam(17) dam(17) dam(45) rng(45) rng(34)
This is another of my attack chain. Unlike my others, I sacrificed the End Reduction for another Range. This makes it combat viable for other than in-your-face action. Being one of the strongest of the Energy/ line, i find it to be the perfect ending to my attack chain as it can take out most things I am facing.

18 : Health hel(18) hel(19) hel(34)
Well, here's the big one. 3 Heals and you can fight longer and harder... That's right, it now takes TWO shots to knock you to the hospital! In all seriousness, this power is effective for long soloing and regening between short quick fights.

20 : Stamina endrec(20) endrec(21) endrec(21)
If Health kept you alive, this keeps you fighting. With my build, I have no end problems and can fight almost indefinitely. My only end problems come after I Nova, but If I do have to Nova, it means I'm going down anyway... hopefully I can take a few of those Bastages with me (or just knock them away and run screaming like a Super Reflexes scrapper).

22 : Stimulant recred(22)
You ever want to be friends with the team Empathy Fender or Troller? Clear Mind them for a change! If you know your team will be fighting Mezzers, pass this around a little. It keeps the squids squiddy, the Trollers Trolly, and the Defenders... um... er... Fendery? Well, you get the point. This is a good team oriented power and opens things up for...

24 : Resuscitate recred(24) recred(42) inttim(40)
That's right! When you bring someone back from their face-plant, all the health they regain adds to your healing badge <twitch, twitch>. The two Recharges let you use it when neccessary and the Interrupt makes it combat effective. With this power, you should get your badge <twitch, twitch> in no time!

26 : Power Bolt acc(26) endred(27) rng(27) dam(29) dam(37) dam(36)
Here's another of my main shots! Similiar to my Power Blast, this one does a little less damage but recharges a little quicker. It makes an excellent filler for an attack chain.

28 : Stealth endred(28)
This is for PvP. With this power up, you can make sure that no randumb villain will see you and knock you out of the sky. The good thing, with the fixing of the Defense changes soon, it might be wise to add 3 defenses to this... but as I said before, that will be after some testing.

30 : Bone Smasher acc(30) endred(31) recred(31) dam(31) dam(36) dam(37)
What happens if you get too close to an /Energy Blaster? I'll give you a hint... PAIN! This is for when you need that one more shot on the boss or you want to knock a lieutenant for a loop... not to mention, you should see the look on a Stalkers face when he [censored] you to a sliver and you knock him into the hospital!

32 : Nova dam(32) dam(33) dam(33) recred(33) recred(37) recred(36)
Slotted like my Sniper, this is my "Oh Shite!" power. The lack of ANY endurance after triggering this power makes it tactically inviable... however, it may be the only thing seperating you from a good long Rest and a trip to the Medical Center. In a team, however, it recharges enough to be a great surprise for the larger mobs!

35 : Power Push acc(35)
This is the second in my "Back-off" set. First you hit them a little ways back with Power Thrust, then you throw them into the wall with this! That's why the single Accuracy... what more do you need?

38 : Total Focus acc(38) acc(39) endred(39) dam(39) dam(40) dam(40)
This is my other "Kiss My Fist" power. Sometimes, for those close enemies, Bone Crusher isn't enough... Well, while they are staggering under the effects of Bone Crusher, smack them with this and get away (or push them away)!

41 : Personal Force Field defbuf(41)
Now comes the personal section. Everyone has a different idea of what's best... Well, my character concept (the one I came up with during my old PnP Heroes Unlimited days) is a force field for defense. The single slot in this power makes it a great power for the hero who wants to "get away from it all" for a while.

44 : Repulsion Field endred(44) endred(45) endred(46) acc(46)
Nothing is more fun for a blaster than keeping people away from you. The End Reductions make this combat viable and the Accuracy makes sure that only the strongest of enemies can get close... at which point you should have some way to either push them away or make them regret getting into melee.

47 : Force of Nature recred(47) recred(48) recred(48) damres(48) damres(50) damres(50)
How does a blaster stand toe-to-toe with a meleer" Well, this is the answer! Click it once and you should have enough time to either kick their butt or make them "step off" and run screaming like an Invuln Tanker against Carnies! The Recharges make it cycle faster and the max Resists give you the power you need for your fights. Sometimes, however, it takes a little more...

49 : Stun acc(49)
That's right... a single power that is so monumentally useless with such a high damage build, that it is only viable (in my opinion) for the level 50 PvP. If that Scrapper is giving you problems, stun him! Tankers? Well, drop all his toggles then wipe the floor with him! Psionic Trollers or Fenders? Well, stun them, then slap them around and call them Sue! Fellow Blasters? Well, you cant shoot if you look like you just left Happy Hour!

Finally, the Inherents. These are pretty much "Duh" powers for slotting... but my collection gives me something for everything. My suggestion is this:

Brawl get's an Accuracy for the knocking of toggles and the one-hit-wonder of Exemping to help out your level 3 friend.

Your Sprint power should get an End Reduction to make it combat effective.

Your Rest needs a Recharge to make sure it is up when you need it.

01 : Brawl acc(01)

01 : Sprint jmp(01)

01 : Prestige Power Surge endred(01)

01 : Prestige Power Slide runspd(01)

02 : Rest recred(02)

[/ QUOTE ]


I hope this is a good explaination. If you have any questions or comments, feel free to either PM me, send me an ingame email (might be a little slow to get it due to my being an altoholic), send me an ingame global tell (look down at my sig for the details), or just post it and I'll get around to it!

Good luck and good hunting, Heroes!

Citizen_Star
05-06-2006, 06:57 AM
Heya. So, (and this is hoping the mainstays of this thread are still active) What do you have for a lvl 27, who wants to pretend he's Silver Surfer TM(do I need to add that?). This is of course the SS of Jim Starlin/Ron Lim era). This is what I have:
Exported from version v1.5C of CoH Planner
http://joechott.com/coh

Archetype: Blaster
Primary Powers - Ranged : Energy Blast
Secondary Powers - Support : Energy Manipulation

Level 01 : Power Thrust
Accuracy ( 01 )
Accuracy ( 9 )
Damage ( 9 )
Knockback Distance ( 13 )
Accuracy ( 15 )

Level 01 : Power Bolt
Accuracy ( 01 )
Damage ( 3 )
Damage ( 5 )
Damage ( 7 )
Damage ( 13 )
Range ( 19 )

Level 02 : Power Blast
Accuracy ( 02 )
Damage ( 3 )
Damage ( 5 )
Damage ( 7 )
Damage ( 15 )
Range ( 19 )

Level 04 : Build Up
Recharge Reduction ( 04 )

Level 06 : Hurdle
Jump ( 06 )

Level 08 : Sniper Blast
Accuracy ( 08 )
Accuracy ( 11 )
Damage ( 11 )

Level 10 : Hasten
Recharge Reduction ( 10 )

Level 12 : Power Burst
Accuracy ( 12 )

Level 14 : Aim
To Hit Buff ( 14 )

Level 16 : Bone Smasher
Accuracy ( 16 )
Accuracy ( 17 )
Disorient Duration ( 17 )
Damage ( 21 )
Damage ( 21 )

Level 18 : Hover
Defense Buff ( 18 )

Level 20 : Fly
Flight Speed ( 20 )

Level 22 : Health
Healing ( 22 )
Healing ( 23 )
Healing ( 23 )
Healing ( 27 )
Healing ( 27 )

Level 24 : Stamina
Endurance Recovery ( 24 )
Endurance Recovery ( 25 )
Endurance Recovery ( 25 )

Level 26 : Energy Torrent
Accuracy ( 26 )

-------------------------------------------

Level 01 : Brawl
Accuracy ( 01 )

Level 01 : Sprint
Run Speed ( 01 )

Level 02 : Rest
Recharge Reduction ( 02 )

Any Help would be hot! Thanks! And BTW; This guide has been a big helpm thanks be to you Snipe!

Airhammer
09-14-2006, 06:29 AM
Airhammer still lives amd is still practicing the Art of Snipe Fu. Now he has mastered the art of the Damage Range Hami-O which allows him to with Boost Range to snipe from REALLY far away.

SnipeFu
09-26-2006, 05:23 PM
[ QUOTE ]
Airhammer still lives amd is still practicing the Art of Snipe Fu. Now he has mastered the art of the Damage Range Hami-O which allows him to with Boost Range to snipe from REALLY far away.

[/ QUOTE ]

Air Hammer! (((hugs))) long time my friend. Good to see you're still out and about.

I have to do a respec on SnipeFu soon. I haven't played him since I5 this is going to be a challenge as I've been away for about a year but I'm going to post my questions/concerns/possible builds here for some tweaking when the time comes.

Arcanaville
09-26-2006, 06:25 PM
[ QUOTE ]
Airhammer still lives amd is still practicing the Art of Snipe Fu. Now he has mastered the art of the Damage Range Hami-O which allows him to with Boost Range to snipe from REALLY far away.

[/ QUOTE ]


Actually, back when HOs were still pretty powerful, I just kept getting those, and no one wanted them so I just kept slotting them into my main (en/en) until I finally had like 2 in snipe, 2 in torrent, and another 3 in burst. I think power blast has one also (I don't have all that many more, just a couple dmg/acc and travel). Ironic, that those are the ones I would least like to give up now.

With boost range, snipe has a range of about three zip codes. When they finally put windows in SG bases, I'll be able to fight crime without getting off the couch.

Artillery_MKV
09-27-2006, 06:09 AM
[ QUOTE ]
When they finally put windows in SG bases, I'll be able to fight crime without getting off the couch.

[/ QUOTE ]

Now THAT's funny! ;)

Artillery_MKV
09-27-2006, 06:10 AM
Good to see you back Snipe-fu! We've missed your mighty wisdom!

Now get out there any get back up to speed!

Artillery_MKV
09-27-2006, 06:26 AM
Right now I have all my attacks slotted Acc/Dam x3/End Red/Rech

Except Snipe which I have: Dam x3/Interupt red/Rech/End Red

I have the followinf attacks at 40:
Power Bolt
Power Blast
Energy Torrent
Snipe
Bonesmasher
Total Focus
Nova

I have Hasten/SS
Concealement: Stealth
Fitness and Hover/Fly

I'm considering dropping Power bolt and taking Power Burst because tend to be close to the action. I know Energy Punch is slightly 'better', but the teams I'm on roll so fast that I seldom get a chance to get multiple melee range attacks, but spend a lot of time well within the range of Power Burst.

I'm also considering losing hover/fly for the leaping line to get acrobatics.

Thoughts? Suggestions?

SnipeFu
09-27-2006, 02:35 PM
Is this for PVP or just PVE?

Epiyon
09-29-2006, 01:46 AM
Here's my current build with Epiyon:

Exported from version 1.5C of CoH Planner
http://joechott.com/coh

Archetype: Blaster
Primary Powers - Ranged : Energy Blast
Secondary Powers - Support : Energy Manipulation

01 : Power Thrust acc(01)
01 : Power Bolt acc(01) acc(3) dam(3) dam(5) dam(5) recred(7)
02 : Power Blast acc(02) acc(7) dam(9) dam(9) dam(11) recred(11)
04 : Build Up recred(04) recred(13) recred(13)
06 : Power Burst acc(06) dam(15) dam(15) dam(17) rng(17) recred(19)
08 : Teleport Foe acc(08) acc(19)
10 : Bone Smasher acc(10) dam(21) dam(21) dam(23) disdur(23) recred(25)
12 : Hurdle jmp(12)
14 : Teleport rng(14) rng(25) rng(27) endred(27)
16 : Aim recred(16) recred(29) recred(29)
18 : Health hel(18)
20 : Stamina endrec(20) endrec(31) endrec(31)
22 : Conserve Power recred(22) recred(31) recred(33)
24 : Sniper Blast acc(24) dam(33) dam(33) dam(34) inttim(34) recred(34)
26 : Aid Other hel(26)
28 : Hasten recred(28) recred(36) recred(36)
30 : Recall Friend recred(30)
32 : Nova dam(32) dam(36) dam(37) recred(37) recred(37) recred(39)
35 : Aid Self hel(35) hel(39) hel(39) inttim(40) inttim(40) recred(40)
38 : Total Focus acc(38) dam(42) dam(42) dam(42) disdur(43) recred(43)
41 : Personal Force Field defbuf(41) defbuf(43) defbuf(45) recred(45) recred(45) recred(46)
44 : Temporary Invulnerability damres(44) damres(46) damres(46) endred(48)
47 : Force of Nature damres(47) damres(48) damres(48) recred(50) recred(50) recred(50)
49 : Super Speed runspd(49)

-------------------------------------------

01 : Brawl Empty(01)
01 : Sprint jmp(01)
02 : Rest recred(02)


Slots do not reflect when I actually took the slots, I just threw them into the planner :).

He does really well in both PvP and PvE.

Airhammer
09-30-2006, 07:47 AM
[ QUOTE ]
[ QUOTE ]
Airhammer still lives amd is still practicing the Art of Snipe Fu. Now he has mastered the art of the Damage Range Hami-O which allows him to with Boost Range to snipe from REALLY far away.

[/ QUOTE ]


Actually, back when HOs were still pretty powerful, I just kept getting those, and no one wanted them so I just kept slotting them into my main (en/en) until I finally had like 2 in snipe, 2 in torrent, and another 3 in burst. I think power blast has one also (I don't have all that many more, just a couple dmg/acc and travel). Ironic, that those are the ones I would least like to give up now.

With boost range, snipe has a range of about three zip codes. When they finally put windows in SG bases, I'll be able to fight crime without getting off the couch.

[/ QUOTE ]

Man u have no idea I have them in EVERY power. Most of them at 50++ as well. Pretty much I can snipe from so far away that they cant even see me. I love watching them run around wondering where the heck I am, but by then I have moved to another location and they are about to get sniped again.

The lovely thing is that I have them in my regular attacks too AND I just respec'd ( i never respec'd since issue 4 ) and added some slots into Power Push. Now with the quicker recharge time and range enhancements I added into Power Push I can keep a foe on their butt and far far away from me !!

Artillery_MKV
10-02-2006, 07:22 AM
Primarily PvE, but I hope to get some PvP in eventually!

I know Energy Punch is a 'better' attack than Burst, however the teams I'm on (Shout out to RO! Wooo!) are so dang fast that it's absolutely impossible to gurantee three melee range attacks. Add into that the innate knockback from my attack chain and I'm looking at needing at least a little range (ie the range on Burst) to finish off a target or lay a smackdown on the next target while I close to TF or BS them. (Jousting rocks!)

With all the jousting I do with my ghetto invis and TF/BS Power Bolt seems like a waste from the DPS point of view. I still cycle it right now, but with Hasten and the inevitable RO SB the rest of my attacks aren't down long enough to justify a chain filler.

Thanks!

Artillery_MKV
10-08-2006, 05:09 AM
Well, I went ahead with the respec and so far I'm very happy with the results! My total damage is WAY up and I'm having a lot of fun!

I would note that the attack chain can lag when Hasten's not up if I don't have an SB on me.

_EpiK_
10-09-2006, 04:45 AM
[ QUOTE ]
[ QUOTE ]
Even though Snipe seems to have joined the unwashed masses of players turned off by ED, I'd just like to thank everyone on this thread who provided any kind of helpful post. Tonight I hit 50, and while I don't think I have a cookie-cutter build, I have to say that paying attention to this guide/thread really helped me along the way.

Thanks, everyone! ;)

[/ QUOTE ]

Many thanks and grats to you.

I have joined the unwashed masses. I now play a hunter. ;)

[/ QUOTE ]

awww snipe I am dissapointed in you. A hunter!?! lock ftw.

Airhammer
10-09-2006, 07:23 AM
[ QUOTE ]
Well, I went ahead with the respec and so far I'm very happy with the results! My total damage is WAY up and I'm having a lot of fun!

I would note that the attack chain can lag when Hasten's not up if I don't have an SB on me.

[/ QUOTE ]

My biggest problem right now is that my end costs are way yup and I might need to sacrifice a little damage to fix that situation which bothers me :p

Artillery_MKV
10-09-2006, 07:49 AM
Well, I've still got Stamina and End Redux in each power. Now that I hit 40 and finished slotting out TF, I'm having fewer End issues. And with 1-2+ SBs on me most of the time I rarely have end issues, but tht's team composition, not build composition.

Without my regular team (ie when I solo or *shudder* PUG) I do have end issues, especially when I get the Hasten crash. I keep a few Blues on hand and haven't had any real problems.

TopDoc
06-26-2007, 02:21 PM
Just to breathe a little life into this thread, I thought I'd post my IO based build for my Energy/Energy Blapper. Note that this is a respec build, so I wasn't really careful with the level associated with slots. The data comes from ParagonWiki.

Name: Miss Ion
Level: 50
Archetype: Blaster
Primary: Energy Blast
Secondary: Energy Manipulation

1) Power Thrust: Crushing Impact Dam/End (1) Crushing Impact Dam/Rchg (31)
Crushing Impact Dam/Acc/Rchg (31) Crushing Impact Dam/End/Acc (42)
Crushing Impact Dam/End/Rchg (43)

1) Power Blast: Thunderstrike Dam/End (1) Thunderstrike Dam/Rchg (3)
Thunderstrike Dam/Acc/Rchg (5) Thunderstrike Dam/End/Acc (11)
Thunderstrike Dam/End/Rchg (15) Ruin Acc/End/Rchg (19)

2) Energy Punch: Crushing Impact Dam/End (2) Crushing Impact Dam/Rchg (3)
Crushing Impact Dam/Acc/Rchg (5) Crushing Impact Dam/End/Acc (13)
Crushing Impact Dam/End/Rchg (19) Focused Smite Acc/End/Rchg (25)

4) Build Up: Membrane(4) Membrane(37) Membrane(50)

6) Power Burst: Thunderstrike Dam/End (6) Thunderstrike Dam/Rchg (7)
Thunderstrike Dam/Acc/Rchg (7) Thunderstrike Dam/End/Acc (11)
Thunderstrike Dam/End/Rchg (13) Ruin Acc/End/Rchg (25)

8) Sniper Blast: Sting Manti Dam/Acc (8) Sting Manti Dam/End (9)
Sting Manti Acc/Int/Range (9) Sting Manti Dam/Int/Rchg (17)
Sting Manti Dam/End/Rchg (36)

10) Hasten: Rchg(10) Rchg(15) Rchg(17)

12) Hurdle: Jump(12) Jump(46)

14) Super Speed: Microfilament (14) Celerity End (34)
Celerity RunSpeed (36) Celerity Stealth (46)

16) Aim: Membrane (16) Membrane (40) Membrane (50)

18) Health: Heal(18) Heal(34) Regenerative Tissue 20% Regen (43)
Miracle 12.5% Rec (43) Numinas Convalesence 15% Regen/ 9.4% Rec (50)

20) Stamina: EndMod (20) EndMod (21) EndMod (21)

22) Bone Smasher: Crushing Impact Dam/End (22) Crushing Impact Dam/Rchg (23)
Crushing Impact Dam/Acc/Rchg (23) Crushing Impact Dam/End/Acc (27)
Crushing Impact Dam/End/Rchg (27) Focused Smite Acc/End/Rchg (29)

24) Aid Other: Heal(24)

26) Aid Self: Doctored Wounds Heal/End (26)
Doctored Wounds End/Rchg (36) Doctored Wounds Heal/Rchg (37)
Doctored Wounds Heal/End/Rchg (37) Doctored Wounds Heal (42)

28) Hover: Microfilament (28) Microfilament (29) Microfilament (31)
Luck of the Gambler 7.5% Rchg (42)

30) Power Boost: Rchg(30) Rchg(46)

32) Nova: Cleaving Blow Dam/Acc (32) Cleaving Blow Dam/Rchg (33)
Multi Strike Dam/Acc (33) Multi Strike Dam/Rchg (33) Rchg(34)

35) Boost Range: Rchg(35)

38) Total Focus: Endoplasm (38) Peroxisome (39) Peroxisome (39)
Makos Bite Dam/Acc/Rchg/End (39) Makos Bite Acc/End/Rchg (40)
Crushing Impact Dam/End/Rchg (40)

41) Personal Force Field: Luck of the Gambler 7.5% Rchg (41)

44) Temp Invulnerability: Ribosome (44) Ribosome (45) Ribosome (45)
Steadfast Protection Knockback (45)

47) Force of Nature: Aegis DamRes/Rchg (47) Titanium Coating DamRes/Rchg (48)
Impervium Armor DamRes/Rchg (48) Reactive Armor DamRes/Rchg (48)

49) Fly: Flight Speed(49)

General Goals

She was my first "do every mission" character, back when CoH was called "City of Blasters". I don't play her very often these days, but I do want to take the time and Inf to update her. She's meant to solo VERY well. That includes stealthing missions and mowing down the usual 3 minion spawns. She's not meant for PvP, but she could probably do pretty well.

This char has a lot of Recharge Reduction, through slotting, sets, IOs, and Hasten. That makes things like Aim and Build Up come up more often, and lets her use more of her high damage attacks in a chain.

Melee Attacks

Her melee attacks include Power Thrust, Energy Punch, Bone Smasher, and Total Focus. Total Focus is used for hard targets, and it's mainly meant to stun something and keep it out of combat for a long while. It's slotted to do nice damage on the side.

All of the other attacks are loaded with 5 IOs worth of Crushing Impact, which provides +5% Accuracy and +5% Recharge Reduction set bonuses (plus some other minor ones). That's +15% Accuract and +15% Recharge Reduction total. Power Thrust isn't usually part of the main attack chain.

Ranged Attacks

I skipped Power Bolt as it's an underperformed. With enough Recharge Reduction, I can get a nice chain of ranged and melee attacks. I also skipped Power Push as Blappers use Power Thrust instead.

Sniper Blast get 5 IOs worth of Sting of the Manticore for +12% Regen, +2% Damage, and +7.5% Recharge Reduction set bonuses. She can Hover Blast when needed, which isn't often.

Power Blast and Power Burst get 5 IOs worth of Thunderstrike, plus an extra Ruin to add some more Acc/End/Rch. The Thunderstrikes provide +2% Recovery, +5% Accuracy, and +4% Movement. Rich people should replace Thunderstrike with Devastation or maybe Decimation.

Click Buffs

Hasten gets the usual 3 Recharge Reduction IOs, which combined with the extra Recharge Reduction buffs means it's up around 2/3rds of the time.

Aim and Build Up get 3 Membrane HOs, or just Recharge Reduction IOs or even SOs for those without a lot of Inf. They come up real often as well.

Power Boost is used as needed. It helps the Stun from Total Focus. It increases fly speed when flying long distances, though not for very long. It help with Defense and Healing when I need to do a quick PFF and Heal.

Boost Range is for long distance sniping, just in case.

Movement

The main form of travel is Super Speed, which is the fastest way to get around in pretty much any mission. I've included a Celerity Stealth IO to provide complete PvE Invisibility. It's one of the very few toggles on this char, so it's OK to just leave it on all the time. Well slotted Hurdle lets me jump over most obstacles.

Hover is for Hover Sniping or just staying out of melee (if I ever want to do that). Fly is for the Shadow Shard or similar areas where Super Speed just doesn't cut it.

Protection

Offense is your best Defense. Total Focus and Knockback attacks are major damage mitigation. Temp Invulnerability (with a Steadfast Protection Knockback IO) cuts down on some incoming damage. PFF is handy for getting off a Heal Self. Force of Nature can be used any time, as there aren't really any problems with the END loss and toggle drop when it ends. With all the Recharge Reduction, it can be up about 1/3 of the time.

HP and END

Health and Stamina are loaded up to give all the Regen and Recovery that they can. There are some more minor buffs from sets. When Regen isn't enough, this char has Heal Self. Recovery should be fine even without Conserve Power, as this char has few toggles, plus most of her powers are loaded with END Reduction. But I suppose I'll find out after the respec if it's really enough.

Teaming

This character works very well in a team. As long as the team can control agro, this char can take out bosses quickly and easily. Total Focus, blap, blast, repeat till dead. A well built Blapper has significantly better single target damage than a well built Scrapper.

Of course I also like to use Nova. OFTEN! Like every time it recharges. And with all the Recharge Reduction on this char, that's about every 2 minutes.

I'd appreciate any comments on how to improve this.

Citizen_Star
03-31-2008, 01:47 PM
Ahem. Update?

SnipeFu
07-30-2008, 03:48 PM
[ QUOTE ]
Ahem. Update?

[/ QUOTE ]

Maybe. I've been back in the game for 3-4 months now and am finally getting the hang of all the new stuff. Maybe a little ways down the road I can update this. But what good does an updated energy vblast guide do for a community that's been at this game so long? Are we still getting new people joining this game?

TopDoc
07-30-2008, 04:15 PM
[ QUOTE ]
Are we still getting new people joining this game?

[/ QUOTE ]

Yes. And old people returning who don't have the hang of all the new stuff. :p wb.