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Last Updated: 2008-05-17 06:40:02 EST
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Yusaku's Guide To The Energy/Energy BLAPPER For I6 |
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Written by Yusaku_777
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Welcome
to my guide on the effectiveness of the Energy/Energy BLAPPER, a.k.a.
"How To Make Your Team Go 'Daaaaaaaaaamn'".
First
and foremost, this guide was written by me simply because I didn't see
a single "How To Be A Blapper" Guide in the list. I may have overlooked
it, but I may not have. This guide was also written with Issue 6 in
mind, and the effect Enhancement Diversification will have on most
powers. Regardless, here goes.
You may be asking yourself right
now, "What -is- a Blapper?" The Blapper is a shy, unassuming marsupial,
who forages for food on a nocturnal schedule, and is often mistaken for
an opossum. Wait, my mistake. The Blapper is quite simply, a Blaster
who acts like a Scrapper. Blaster + Scrapper = You get the idea.
There
are a few benefits to making a Blapper over the Scrapper, and that is
you get Scrapper Damage in melee, with the bonus of at least one ranged
attack, which most Scrappers secretly wish they had. You also have the
option to pick up the "Nuke" power that blasters have in the high
levels, which can be a lot of fun. You also get access to those three
special Blaster Powers, "The Faceplant", "The Run For Your Life", and
"The Hero Takes A Knee". All three powers will get much use in your
Blapper play.
There are a few penalties to making a Blapper
instead of the Scrapper as well. You have far less hit points, and you
have none of the defenses that a Scrapper gets. You also get people
looking for a Blaster for their teams, and inviting you, surprised to
find you in the thick of combat, and unfamiliar with terms like "Pull",
"Snipe", and "Wait".
By now you are probably even wondering
-why- in the world you would want to handicap yourself like this,
throwing a low hit point Blaster into the middle of the carnage,
without even some nerfed defense to count on?
Because it is such
a rush. The -thrill- you get out of a well played Blapper is
unbelievable. Living on the edge of life for most of the fight,
wondering if Defiance will kick in in time (it wont), Two Hitting
Orange Lt's, One Shotting Yellow Lt's. The surge of excitement and fun
you get playing a Blapper cannot be properly explained. You have to
experience it yourself to understand.
And that's where this
Guide comes in. I decided to build my Blapper as Energy/Energy. I'm
hoping that this guide will help you decide if being a Blapper is the
path for you. If not, no hard feelings, it's not for everyone. If so, I
hope you enjoy the trip.
*****Secondary
Powers: Energy Manipulation*****
I
am covering your Secondary Powers first, because as a Blapper, this
-is- your primary. Out of the nine powers, -eight- of them are highly
useful to you. Well, maybe only 7, the vote is split on Boost Power,
but I'll get to that later.
Power
Thrust
Available
at level 1, you have to take this power, and frankly, I would take it
anyways. You throw a quick punch, your fists encased in glowing red
spheres, and you hit for minor damage. You also send your foe -flying-
at the end of the punch, since this power has knockback built into it.
This power rocks if you can pull it off as the killing blow, since it
launches a body out of the mass of enemies around you.
It has a
base Brawl Index (BI) of 2.22 according to the numbers I find, which
isn't much, but with three even level Damage SO's, that goes up to
4.34. If you get a Build Up and an Aim off, that goes up to 7.96. Not
too shabby.
Recommended slotting would be an Accuracy at the start, then hold off
until later levels (15-25) before slotting it any further.
Energy
Punch
Available
at level 2, this power will be your Blapper bread and butter until
level 10. With a quicker recharge AND a lower endurance cost than Power
Thrust, Energy Punch also gives you the benefit of adding Disorient to
the attack, PLUS a base Brawl Index of 5.44. Grab this power at level
2, and never regret it.
With Enhancement Diversification coming
into play with Issue 6, I suggest slotting this up with an Accuracy to
start, and three Damage enhancements as soon as possible, then round it
out with either two Endurance Reductions, or Recharge Reductions, or
one of each. Your mileage may vary, but the last two slots can hold off
until the 20's.
Build
Up
Available
at level 4, once you get this power, you will feel sorry for every
other Blaster set, most of whom don't get this power until -16-. This
click power boosts your accuracy and your damage for -10- seconds, and
takes 90 seconds to recharge. When I first read the power description,
I was thinking that ten seconds wasn't that much, and surely another
power would be better to get. Then I tried it, and I preach the glory
of Build Up forever more. For ten seconds, or about enough time to get
off 2-4 attacks, you do about 160% damage. And once you start getting
slots into your attacks, that counts up real quick. It's not unusual to
get triple digit damage before level 10 with this power, with the right
slotting.
Recommended slotting is one ToHit Buff, and leave it
at that, unless you somehow have slots to spare, in which case I would
start dropping in Recharge Reduction enhancements.
Bone
Smasher
Available
at level 10, this punch, combined with Energy Punch, will constitute
the bulk of your blapping. With a BI of 7.22, this monster attack can
drop white minions in one hit, -without- Build Up. With the right
enhancements, and Build Up with Aim, you'll start one shotting Yellow
and Orange -lieutenants-. Grab this at level 10, and start having fun
as a Blapper.
Again, my recommended slotting is one accuracy at
the start, then three Damage right away. Hold off on the last two slots
until you have them to spare, then choose either Endurance Reduction or
Recharge Reduction.
Conserve
Power
Available
at level 16, this power is a no brainer. For 90 seconds after
activating this click power, EVERY THING you do costs 50% less
Endurance. And by now you've learned that Endurance is the important
thing in this game, not health. Without endurance, you're doing
nothing. With it, you're kicking butt and taking names.
Three
slot this with Recharge Reductions as soon as possible, then in later
levels where you have slots to spare, get it up to six, just to make it
come back that much quicker.
Stun
Available
at level 20, this is actually the first power I would suggest holding
off on. I myself don't have it in my build until level 30. In true
Blapper fashion, you wind up and lay out a HUGE haymaker at the poor
fool in your way, doing -minor- damage (a BI of only .69). It does
however have a -100%- disorient effect on it. Which means unless it's a
Boss or higher, if you hit them, they are stunned. Useful for those
[CENSORED] Sorcerers that teleport away on you. A useful power, but one
that can wait until later levels.
Suggested slotting is the one
accuracy, ensuring that if you do need to hit someone with it, it does
hit. Don't even bother slotting damage, that's a waste, but you could
slot it with Disorient Duration enhancements, and leave that poor fool
stunned for even longer.
Power
Boost
Available
at level 28, this power is unusual. It doubles the effects of all
-secondary- effects on your powers. It has absolutely no effect on
damage, or accuracy, or endurance. It does double the effect of your
disorients, your knockbacks, your run speed, your fly speed, your
holds, your immobilizes. Cool, but not a power you need right away, or
even ever. It's my level 49 power in my build, for example.
Boost
Range
Available
at level 35, this power is -wasted- on a Blapper. Don't even consider
taking it. It does double the range of any move with range on it, so
unless you are playing a teleporting Blapper, or a Half-Breed Blapper
who still has a lot of Beam attacks, it really is a waste of a power.
Total
Focus
Available
at level 38, this will almost certainly be your last attack you get.
And frankly, it is the last one you need. Ladies and Gentlemen, the
numbers.
Base Brawl Index of 9.88. With three Damage SO's, a BI of 19.33. With
three Damage SO's, Build Up and Aim, a BI of -35.40-.
Get it. Slot it. Love it.
*****Primary
Powers: Energy Blast*****
Now
for the "primary" powers of this set. *snorts* Now before I go any
further, I must state again that to me, the main benefit of playing a
Blapper over a true Blaster is that as long as I play smart, I only
agro one bad guy at a time on a team. If you start choosing a lot of
the powers from here, that will no longer be true. You have been
warned. If I had my choice, I would not have taken either of the two
powers available at the start. But, I don't have a choice. Slotting
here is up to you, but my recommendation for no matter what powers you
choose will always be one accuracy to start.
Power
Bolt
Available
at level 1, this power fires off "three" quick columns of energy, and
doing slightly more damage than Power Thrust (2.77 vs. 2.22). It also
has knockback on it, and decent range. A very useful power to the
Blapper that wants to nail the runner, or to finish off the minion that
he launched away with Power Thrust.
This was the power I chose,
for character concept reasons, since it's not as "flashy" as Power
Blast. It also recharges quicker than Power Blast, making it more
useful to me, and possibly you.
Power
Blast
Also
available at level 1, this power emits a much larger beam of energy,
and doing a bit more damage than Power Bolt. The downside is it takes
twice as long to recharge. Also with the knockback, it really is a coin
toss which of these two powers you want to grab at the start. Less
damage, less recharge, versus more damage, more recharge.
Energy
Torrent
Available
at level 2, this cone attack does knockback, and a little less damage
than Power Bolt (a BI of 2.66). This power is also an agro magnet.
Looks great, but kills you quick. If you are planning on playing a
Blapper, stay away from this power like the plague. You are already in
melee range, you don't want to give even -more- bad guys a reason to
beat on you.
Power
Burst
Available
at level 6, this power fires off a -short- range ball of energy death.
With a BI of 5.22, it's a little weaker than Energy Punch, but is
actually the first "primary" power that -might- be of use to a Blapper.
With a range of 20 feet, it's just a quick step closer to melee range,
and it has a decent kick to it, with about a 60% chance of knocking
back your enemy. The downside is it sucks up 10 endurance a pop, out of
your 100 total. The choice is yours, but if you are set on getting a
power from this set, it's not a bad choice. Not a great one, but not a
bad one.
Sniper
Blast
Available
at level 8. If you are playing a Blapper, just stop reading now, and
skip to the next power. I mean, seriously. By the time this power gets
off, you can already be in melee range, dropping 2-3 bad guys.
Aim
Available
at level 12, this is the first "Must Have" power from the set. Like
Build Up, this click power lasts 10 seconds, and takes 90 to recharge.
For ten seconds, or about enough time to get off 2-4 attacks, you do
about 135% damage. With Build Up and Aim at the same time, you get 2-3
attacks off, and do about 195% damage.
For slotting, go with the
base slot, and a ToHit Buff. If you have the slots to spare, start
dropping Recharge Reductions in here, but I recommend keeping Aim and
Build Up at the same recharge time, if only to get the most bang for
your buck.
Power
Push
Available
at level 18, this is a ranged version of Power Thrust, except with even
less damage. And longer recharge. And greater endurance cost. Yeah.
Next?
Explosive
Blast
Available
at level 26, this move is a Power Bolt that hits a group. A ball of
energy flies out, and where it impacts, it explodes out in a wave of
knockback, about a 50% chance of sending the bad guy flying. From
reports, the direction of knockback is away from the Blaster, not from
the center of the blast. Again, not a power that is very useful to a
Blapper, but hey, if you want it, it's yours.
Nova
Available
at level 32, this is your "Nuke" power. Your "Holy crap, this is going
bad, GET AWAY" power. In laymen’s terms, you explode in a
ball of
energy energyness. Nearly everyone around you goes flying away from the
knockback. The damage to each bad guy -does- vary. From a BI of 8 to
some, 12 to most, and 16 to the rest. Remember what I said about the
best part of being a Blapper was drawing agro from only one person at a
time? This power goes against the rule, but dammit, it's just too much
fun.
When this goes off, it takes about 10 endurance to
activate. Then, no mater how much endurance you have left, it takes ALL
of it. Leaving you with none. Yeah, none. And you can't recover
endurance for short time. On the plus side, not much will have lived
through the blast, and if you are with a team, they can clear the rest
up without breaking a sweat.
Suggested slotting is as always,
one Accuracy, three Damage, and two Recharge Reductions, just to make
it comeback that much quicker.
*****Power
Pools: Your True Secondary*****
Your
Power Pools will be where you truly flesh out your Blapper, and make
him yours. My only recommendation is taking Flight, Leaping, or Speed
as your Travel Power Pool. The reason for this is that you get access
to Air Superiority, Jump Kick, or Flurry as a much needed melee attack
in the lower levels. With the right build, at level 10, you would have
4 Melee attacks to cycle through, and that is pretty much all you need
for the early game. Three melee attacks isn't quite enough, 4 is just
right. Your mileage may vary. And now, the Power Pools.
Concealment
Very useful for the solo Blapper, the Concealment pool allows you to
move around relatively unseen.
Fighting
While
it might seem like a good idea to give your Blapper even more attacks,
both Boxing and Kick do about the same damage as Power Thrust, your
level one power. On top of that, Tough and Weave will never be very
useful to a Blapper thanks to Enhancement Diversification. Your Power
slots would be better spent elsewhere.
Fitness
Ah,
the old tried and true. Even with ED, more health and more endurance is
still more health and more endurance. The choice is yours, but it won't
make you any weaker to take Fitness.
Flight
Hover,
the great early level "I need to get up -there-" power. Air
Superiority, a great melee power, with the added bonus of knockdown.
Fly, the whole reason most of us got this game. To FLY! A great choice
for a Blapper Power Pool.
Leadership
If you've got the endurance to spare, this might be a good choice for a
power pool, but I myself stay away from it.
Leaping
Combat
Jumping, the other great early travel power. Jump Kick, a so-so melee
power, but it's better than the Fighting Powers. Super Jumping, -the-
best travel power in the game. Acrobatics, a defense against knockback
and holds. A great choice for a Blapper Power Pool.
Medicine
Also
useful to a Blapper, I'd put it on the same level as Concealment. Plus
you can raise your fallen comrades after you get finished mopping up
the bad guys with your Blapper skills.
Presence
Um.
Yeah. The later stages of the pool are nice, but the whole point of a
Blapper is to get in close, and beat them down. Hard to do if they are
running away. Even worse is when you purposefully call them over to
beat on -you-. I put this at the same level as Fighting. If you want
it, it's yours, but it has it's serious downsides.
Speed
Hasten,
bringing your powers back twice as quick, even if you can't
Perma-Hasten any more. Flurry, the cool looking melee attack, with
disorient. Super Speed, a great way to travel. Even if Whirlwind isn't
the best power in the pool, it's still not bad, making anyone close to
you KnockUP, great if you need to get yourself some breathing room. It
also makes an excellent costume change power. A great choice for a
Blapper Power Pool.
Teleportation
The
last travel power pool. Not a fan of it myself, but it's a unique way
to get around. The downside is that there is no "attack" in it. The
choice is yours.
***************
Well,
that's my guide. I hope I didn't do too badly for my first one, and I
also hope this helps any aspiring Blappers out there make some informed
choices. Comments are appreciated, especially if you notice huge errors
in my commentary.
Blap on, Blap off. The Blapper.
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