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Author Topic: fire / fire blaster guide for gods !!!  (Read 706 times)
coggy
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Main: CyberKnight ma/regen
Alt 1: CyberTank
Alt 2: Cognitive Dissident
Alt 3: Kalvelis
Alt 4: Cerridwen
Alt 5: Smooth Bore
Alt 6: Centre Of Gravity
Alt 7: Nimbostratus
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« on: April 18, 2008, 08:30:31 PM »

heres the fire/ fire blaster guide i promised
Name: Captain Dna
Level: 50
Archetype: Blaster
Primary: Fire Blast
Secondary: Fire Manipulation
---------------------------------------------
01) --> Fire Blast==> Dmg(1) Dmg(3) Acc(3) Dmg(5) EndRdx(5) Rechg(9)
01) --> Ring of Fire==> Immob(1) Acc(45)
02) --> Fire Ball==> Dmg(2) Acc(9) Dmg(11) Dmg(11) EndRdx(13) Rechg(13)
04) --> Flares==> Dmg(4) Dmg(36) Acc(36) Dmg(37) EndRdx(37) Rechg(37)
06) --> Hasten==> Rechg(6) Rechg(7) Rechg(7)
08) --> Fire Breath==> Dmg(Cool Acc(25) Dmg(31) Dmg(31) EndRdx(34) Rechg(36)
10) --> Hurdle==> Jump(10)
12) --> Combat Jumping==> DefBuf(12) Jump(40)
14) --> Health==> Heal(14) Heal(15) Heal(15)
16) --> Build Up==> Rechg(16) Rechg(17) Rechg(17)
18) --> Blaze==> Dmg(18) Dmg(19) Acc(19) Dmg(23) EndRdx(23) Rechg(25)
20) --> Stamina==> EndMod(20) EndMod(21) EndMod(21) EndMod(39) EndMod(39) EndMod(39)
22) --> Super Speed==> Run(22) EndRdx(46)
24) --> Super Jump==> Jump(24) EndRdx(40)
26) --> Blazing Bolt==> Dmg(26) Dmg(27) Acc(27) Dmg(29) Range(29) EndRdx(31)
28) --> Acrobatics==> EndRdx(28)
30) --> Recall Friend==> EndRdx(30)
32) --> Inferno==> Dmg(32) Dmg(33) Dmg(33) Rechg(33) Rechg(34) Rechg(34)
35) --> Teleport==> Range(35) EndRdx(40) Range(46)
38) --> Aim==> Rechg(38) Rechg(43) Rechg(46) TH_Buf(50)
41) --> Shocking Bolt==> Hold(41) Hold(42) Hold(42) Acc(42) EndRdx(43) Rechg(43)
44) --> Charged Armor==> DmgRes(44) DmgRes(45) DmgRes(45)
47) --> EMP Pulse==> DisDur(47) DisDur(48) DisDur(48) Acc(48) Rechg(50) Rechg(50)
49) --> Swift==> Run(49)
---------------------------------------------
01) --> Sprint==> Run(1)
01) --> Brawl==> Dmg(1)
01) --> Defiance==> Empty(1)
02) --> Rest==> Rechg(2)


1) Fire Blast and Fire Manipulation Explored for Ranged Blasters

Fire Blast:

Flares - With relatively low damage and a medium animation time (which is long, compared to Fire Blast and Fire Ball), Flares is sometimes skipped over. However, it seems to be a bit underrated. With Hasten, fire blasters can spam - at low levels, this is very effective - Fire Blast and Flares almost consecutively. Flares is a good "filler" move - not part of the initial attack chain, but it's nice to use while waiting for the stronger attacks to recharge.

Fire Blast - One of the staples of the "Fire Blast" set, for obvious reasons. Decent damage, a nearly non-existent activation time, and a fast recharge make Fire Blast a must-have power; definitely choose this over Flares to begin with. Fire Blast also has slightly more range than Flares.

Fire Ball - Another must-have for any ranged fire blaster. It truly shines in PvE on large teams - because it doesn't scatter mobs like Energy Blast, Fire Blast is often considered the "AoE champ" of blaster primaries - but it's also effective against single targets. The problem, early game, is recharge and endurance cost. With a single endurance and recharge SO, Fire Ball solves infinitely more problems than it creates. However, it sucks a good deal of endurance for low-level blasters. In general, though, it deals good AoE damage (with damage over time, like most fire attacks) and has a very short activation time.

Rain of Fire - In my latest Issue 7 build, this is the only Fire Blast power I skipped. I've yet to test its effectiveness with the new change that allows powers like Rain of Fire to be boosted with Build Up. It's really a matter of preference. Rain of Fire causes PvE enemies to scatter, thus shooting fire blasters in the foot because more spread means less effectiveness for AoE attacks. Its damage is decent, over time, but I've yet to see it put to effective use - and as someone who took it at a low level the first time through, believe me, I've tried.

Fire Breath - An absolutely amazing attack, available at level 8. Fire Breath deals 3 ticks of fairly high damage in a cone; as such, it outdamages Fire Ball and Fire Blast once its 3 ticks have passed. I would term this power another must-have for all ranged fire blasters, especially high level ones, who can (as I'll discuss later) implement Centrioles (Damage/Range) to further augment the already impressive range of this attack.

Aim - Ah yes, Aim. While most would probably agree that Build Up (last I heard, 80% damage and 50% ToHit boost for Build Up) is indispensable for damage-seeking blasters, I've never taken Aim until now. Aim (again, last I heard) boosts ToHit by 80% and damage by 50%; it couples nicely with Build Up. The problem is, Aim is relatively superfluous on the PvE front. With Build Up and even just a single Accuracy SO in each attack, fire blasters scarcely leave much alive - let alone miss anything - in their opening salvo of attacks. However, Aim is "nice to have" if you have the room for it, which I do as of issue 7. Most PvPers will probably tell you Aim is a must-have, and I'd agree, at least for the PvP aspect of it.

Blaze - As it's described in-game, it's a short-range but devastating attack. Blaze is indeed almost melee range; however, it too is a must-have for ranged fire blasters ('cause let's face it, "almost-melee" is still better than melee for ranged attackers). Its damage is only surpassed by Blazing Bolt (a snipe, which takes a long time to activate) and, obviously, Inferno. Blaze's activation time, like most Fire Blast attacks, is very short, and it isn't too hard on endurance and recharge time.

Blazing Bolt - While many hold an aversion to all snipes ("It lowers damage per second by a lot!"), I still see Blazing Bolt as a necessity to all ranged fire blasters. It still fits into an attack chain fairly well, especially against single foes like Bosses and AVs. It's also amazing in PvP for its extreme amounts of damage. With a bit of Defiance and perhaps Build Up, Blazing Bolt can one-shot squishier foes (well, issue 7 prevents one-shots from full HP, but the damage over time will undoubtedly do them in).

Inferno - Again, some hold an aversion to blaster nukes for damage per second issues. Inferno doesn't really help blasters to stay ranged, but then, who needs range when everything around you is dead? (...Sorry, "arrested") ... I don't see any reason to skip most blaster nukes, and Inferno is - in terms of damage, including DoT - one of the best, if not the best. Inferno works wonders in large teams and even against "ganking" teams in PvP (yes, it's quite possible and quite fun to take out every squishy in a team of who TP Foe'd you to their "lair" of Caltrops and Ice Patches).

Fire Manipulation:

This is where the descriptions become brief. The focus of this guide is ranged fire/fire blasters, not blappers. While it's true that some have made decent */fire blappers, it's safe to say that */energy and */elec are much more suitable for blapping than */fire is. With any fire blaster who wants to focus on range only, the secondary doesn't matter a tremendous amount; its purpose should be to support Fire Blast's astounding array of attacks.

Ring of Fire - Forced to take it, but think again - it's nice for soloing. At least, it keeps pesky melee Bosses at a safe range. It can also be used in PvP, if it's slotted well enough (provided your opponent doesn't have resistance to Immobilization and/or Combat Jumping).

Fire Sword - Nice for soloing at low levels, but simply not "worth it" later on. Staying in melee range with this simple single-target attack just doesn't cut it.

Combustion - Relatively low damage, melee range. Again, effective as another AoE at low levels, but not a good fit for a ranged blaster.

Fire Sword Circle - This is one of the few */fire attacks that I might have taken if I'd had more room for it. FSC deals good damage (and has finally had its animation fixed), and simply "looks cool." However, it also draws a lot of melee aggro, which sucks for ranged blasters.

Build Up - A must-have, through and through. This is the spark that sets off your most devastating attack chain.

Blazing Aura - Major endurance drain and good at drawing melee aggro; exactly what ranged blasters don't want.

Consume - Tough call here. Consume is generally a good power; however, I don't use it in my own build because the only time endurance is a problem is after Inferno, when either everything's dead or my team is covering for me. If you run high-endurance power pool toggles, consider this power.

Burn - Bleh. Perhaps with a good holder/immobilizer on the team... but Burn simply draws too much melee aggro, much like Combustion and Fire Sword Circle.

Hot Feet - Not a bad attack, but a major endurance drainer and can actually have an adverse effect, if you inadvertently KEEP melee enemies in melee range. Decent PvP possibilities, but it's still something I skip. Auto-hit is nice, though.
Logged

John Wayne: "I won't be wronged, I won't be insulted, and I won't be laid a hand on... I don't do these things to other people, and I require the same from them."


@CyberKnight

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