Below is an electric / nrg / electric blaster build that can hopefully be "crowdsourced" to make it better. that boss is already dead. I do not use these moves at all already. It is like playing a Sentinel but on STEROIDS. - Money making included among other things. It also has the ability to debuff, which you mentioned, including slow, -to hit debuff, -recharge, -regen, -healand -def debuff. 2. /TA seems fine with no redraw combined with fire,it goes pretty fast,though I only have the one power so far. I'm here to spread the electrifying good word. For context, I have an Ill/Dark troller at almost 40 (I did get a ice/fire blaster to mid 40s back in the day), and that's my highest. A quick fireball and consume clears out the rest, although it isn't uncommon for me to have to chase down a boss or two. Fantastic secondary, extremely well-rounded. But sometimes you do catch people who notice, and it feels good to be appreciated. If you use no redraw do the weapons autovanish when you are done attacking? Wow. Meet: /Energy. Short circuit + Ball Lightning I'm even re-rolling my fire/fire to see what it's like to level one in the new environment. It's a blast to play when it works, and especially paired with Elec or Energy as mentioned in the OP. My other criteria is getting around quickly & easily - I mostly prefer Flight so usually grab Hover at some point, although I appreciate Teleport to be quicker after trying it on one of the defenders recently - love that hover-in-place-on-arrival was added in until you do something - I don't recall that on live & remember I kept tele-falling constantly :D. However, I am getting on in years, and my reflexes and reaction time ain't what it used to be, ahem, (although I still play Warframe daily), so just keep that in mind please. On bosses and above, you will drain faster than you damage on average. Finally, the choice really falls on how you play and what you find fun. Tomorrow Ill post it on a different thread, I dont want to keep hijacking OPs post. This is where I strongly feel COH Cannot be judged appropriately on a primary set alone. Your game experience is winning in very slow motion. For leveling survivability - many people pick fighting for tough & weave. Remember, the purple patch effects all effects vs enemies so at +4 your Damage and End drain are reduced to 0.48x effect! Either one (preferably with Build up first) will wipe out all minions and LTs (with the occasional miss) and seriously damage Bosses. even worked on flying enemies if you used your root to pull them to ground level. Also if you're talking Number crunching, This is where stuff gets even more convoluted. As far as dmg goes, they can be on par with blasters or when fully stacked of dmg buffs and scourge, they can surpass blasters solo, but that's situational. I don't know why, I just am having trouble *liking* water as a blast. After seeing an elec/nrg blaster teammate keeping mobs drained, it rekindled my interest in playing a drain blaster. Claws is a strong melee set. We can also drop pillow, err marshmallow hands, the HEATs. Dwath 3 yr. ago. Edit edit edit: Not sure it applies to someone who makes a post asking what ranged character to solo with. I do not use Voltaic sentinel or Tesla Cage. They also carry an arsenal of controls not just blasts. Want a sniper power? There are always going to be folks who want to play at the level you do, and it's great that you're here to help people out for that. I figure it's pure range, so maybe all the cones from /AR? Want to survive well with/without IO's? I haven't had a blaster since before CoV (I remember a fire/dev and an Ar/dev, neither got to high level.) Best Blaster Builds & Powers | City of Heroes: Homecoming Power-for-power (For same type of powers) The base damage is the same. I know I vouched for corruptors earlier, but take into consideration that a lot of their powers are allies-only and cannot be used on yourself, which is a waste of power pick if you're solo. ice Storm aggro's enemy on cast. I'd love to be able to solo on a blaster is this possible? Short circuit + Ball Lightning - Brute's compilation of Fire Armor builds. As for secondary though my opinion still stands its best to choose one that is most accommodating to the primary and keeping the character alive in a wider spectrum of odds while fitting the players skills and needs. Also, Corruptors are also very powerful. Which highlights the issue you said. Dark isn't a bad idea, per se. I have absolutely no issues with end draining. All rights reserved. I'd go with Sentinel for soloing. Would this suffice? I do not go in with the goal of draining enemies, but it can be a nice side effect especially if someone else on the team is also doing a drain. Is the same thing. Need more AOE damage + knockup? UP. After a drink or two the rate rises rapidly, showing how critical timing is to success. In a group however, this is absolutely not an issue. And that is only in small groups or solo, because in large groups Killing agroup in .3 seconds with one team configuration vs killing a group in .3 seconds in another is not a good way to justify build snobbery. We all know this, but this is where things get so Murky the number crunching begins to go out the window. They are also S tier for dmg. If there are three bosses in a group and all of them survive the first couple of seconds then it's usually a tough time for me and I need inspirations. Fire looks to have a lot more damage so it's the obvious choice, but Archery has the quick T9 which sounds fun too. Considering that without Aim and without Follow up, you can carry in your build a 65% dmg buff So, I'm basically an older, time-limited, wannabe power-gamer, who only plays casually but does love all things spandex & this game (may the Gods bless you Homecoming - I was almost inconsolable after Marvel Heroes got shut down!). But that was before cauterizing wounds. So yes they can solo but you have to build a lot of defense and a lot of recharge to be effective. I will second @Sovera's assertion on how forgiving Sentinels are. This is circumvented if you can pair Elec with /Elec or /Energy in order to stack Power Sink/Lightning Field + SC, or Power Boost and SC, but that makes basically every other secondary choice sub par for this one primary, while the other sets mentioned can enjoy them + the other secondaries just about the same if not more due to not needing a "Strict" synergy for their secondary/main effects to work, as well as bringing more to the table. If you enhance end drain by 95% on all powers, the fastest will be in about 4 seconds if you have VS active as SC = Charged Bolts with VS hitting twice during that time should drain 101.4%. Drain Psyche is something of a pain to use, but you have a very good single target attacks. Keep in mind I'm not saying these things as if you do not know this. Any tips on power selections ? Dark is a great soloing set and can really help the user for tough fights and is probably the most mitigating set available along with probably ice, it does suffer from being weaker in damage though. You WILL get alpha'd and hit with a second volley. As long as you don't slot recharge in it, which you can get by with due to all the low hanging recharge the combination has to offer. What you are going to do is launch your nukes from a distance and watch things die. If you actually look at the base numbers. YOU. Because COH isn't just theory crafting, it's practice. Again this is a dire miscommunication of the effectiveness of Short-circuit and TB. Admittedly I play Elec on Sentinels where it has obvious advantages, but I could not agree more. then factor in resistances and then quirks. Fire checks the boxes everyone wants to fill except that it has no additional effects though lots often argue the effects aren't that noticeable and fire great/y improves clear times which makes up for the lack of a secondary effect. What does everyone think is the CoH #1 Top Gun, if there is such a thing? I remember doing a TF with a group of five and I was always leaping in at the start of combat and draining. Regarding the question posted by the OP -- Tanker Fire Armor: the Turtle, the Allrounder, the Dragon, and compilation of Fire Armor builds. I did go Musculature Radial Paragon for alpha and picked up pre-emptive for the Interface slot. (excluding TB) For more information, please see our Fire/Fire. I don't use inspirations except to clear out smalls I don't feel like holding onto to sell, either. Want enemies to not resist it that often? :P. On the topic of fire/fire/fire - anyone mind to share their builds? Top 5 City of Heroes Best Blaster Builds | GAMERS DECIDE Elec is so underrated, I domy job extremely well, but often get ignored or disregarded in coordinated attacks in high level difficult content. I inevitably learned how to actually play him effectively. Having many times the faceplanting rate and risk was the devs own words on the matter. Decent defense, coupled with a some other cool . I soloed a large amount of the content, only teaming up for super group missions, task forces and Elite AV's. - #25818 | Heaven and Hell - #26231 | The Legion of Super Skulls - #27660 | Cathedral of Mild Discomfort - #38872 | The Birch Conspiracy! City of Heroes Best Mastermind Builds | GAMERS DECIDE place patches and dps until group is dead, repeat. Best solo blaster in the game? - Blaster - Homecoming The modern blaster is no Scrapper/Brute, but they can actually do the content by more than the most technical of definitions. I personally think you get way more damage and AOE carnage out of /fire than anything else obviously and this is another really popular secondary set for a very good reason though it doesn't offer lots of mitigation. If you actually look at the base numbers. My main on live was Electric/Electric, mostly because he was my first character but also because he was fun. I totally understand Volt does a wide variety of content including soloing. Charged Bolts could be used twice and Voltaic Sentinel can fire about 4 times if it fires at the same time as your first shot, taking around 11.24 seconds total (ignoring arcanatime for right now), using Tesla Cage in there as well as Zapp Combat version, we're looking at: I do not use Voltaic sentinel or Tesla Cage. The occasional heavy attack by an AV or GM when you're in a team no longer keeps you in the red until the next one that finishes you off - you might even be near-full again by then. She was electric/ice. There are videos, builds and examples here on the forms of blasters soloing AV and task forces to give you a sense of what sets are optimal at the high end. After the final mission I was complimented for my blapping/draining. I'll briefly go into the rest. I won't belabor Energy, as it's pretty well described in the Wiki and elsewhere. We have one main AR / Tactical in the sg : to give you an example : it's not possible to do the "Kitty got claws" badge in Tin mage 2 withhim in the team, cause Bobcat and Neuron die almost at the same speed (if we dont "park" Bobcat far from Neuron). It's just all around amazing. I hadn't intended to create a farmer, I was just looking to have fun by creating the most damage dealing build I could. Heck, one Buildup + Geyser + FSC and you've pretty much cleared anything that isn't a boss in groups in +2-4 x8. Which led me to thinkingwhat is in fact the best solo AT/build for killing at range consistently? It depends a lot on the group. Great single Target and AoE damage. All range,at range consistently" is a waste of the high DPA melee attacks. But in this pursuit there are definitely sets and powers that people disregard, and electric is one of them. Secondary's especially secondaries like Energy Completely replace these Powers from needing to be used. The primary relies on Power boost.