Titan Network

City of Heroes => Builds => Blaster => Topic started by: jeffxandra on February 07, 2008, 02:31:34 PM

Title: Energy/Energy/Fly in an active Supergroup.. what the heck do I take at 22?
Post by: jeffxandra on February 07, 2008, 02:31:34 PM
I've got an Energy/Energy blaster in a regular active supergroup, so I don't need to take the fitness pool (thank you RA & AM and all sorts of stuff), but now the character has hit 22 and I've got no idea where to go with it. What I have right now (in no particular order because I'm not logged into my character) Blue is powers taken Red is powers available from existing pools

Energy Blast
Power Bolt
Power Blast
Energy Torrent
Power Burst
Sniper Blast
Aim
Power Push

Energy Manipulation
Power Thrust
Build Up
Bone Smasher
Conserve Power
Energy Punch
Stun

Flight
Hover
Fly
Air Superiority
Group Fly

I can go with any of these powers, or go with a new pool. I'm pretty flexible on this one. My role in the group is pretty much to deal out as much damage as possible. We've got a good tanker so I'm not really using my melee attacks much. Not never, but not much.
Title: Re: Energy/Energy/Fly in an active Supergroup.. what the heck do I take at 22?
Post by: iltat on February 08, 2008, 02:52:03 AM
If you are someone who Flies constantly, then you won't need it, but if you fight on the ground, I'd get Combat Jumping to work my way up to Acrobatics.

Other than that, I'd get either the Stealth or Leadership pool. Stealth is just a nice set, IMO, and Leadership has nice teaming assistance.
Title: Re: Energy/Energy/Fly in an active Supergroup.. what the heck do I take at 22?
Post by: blueorchid on February 18, 2008, 08:25:56 PM
Don't always rely on RA and AM from your team.  Even if it's there, you could run in to endurance drain issues later on, especially when you get the 'Nova' power.  Being able to recover endurance quickly will keep your blaster on the front line.  I'd suggest to still consider taking the fitness power pool for this.  Of the other powers you're looking at, energy punch is a good one to have on those numerous close-in combat situations you may run in to on many indoor maps.
Title: Re: Energy/Energy/Fly in an active Supergroup.. what the heck do I take at 22?
Post by: Fu-man Chu Guy on July 16, 2008, 01:49:00 PM
I went the opposite way with mine instead of the flight i went with ss and sj Heres my NRG/NRG Blaster Keep in mind i dont have any purples on there yet


Hero Plan by Mids' Hero Designer 1.40
http://www.cohplanner.com/

fuman: Level 50 Mutation Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fitness
Power Pool: Medicine
Ancillary Pool: Force Mastery

Hero Profile:
Level 1: Power Blast Level 1: Power Thrust Level 2: Power Bolt Level 4: Build Up Level 6: Combat Jumping Level 8: Hasten Level 10: Swift Level 12: Sniper Blast Level 14: Health Level 16: Conserve Power Level 18: Super Speed Level 20: Stamina Level 22: Aid Other Level 24: Aid Self Level 26: Explosive Blast Level 28: Power Boost Level 30: Bone Smasher Level 32: Nova Level 35: Boost Range Level 38: Total Focus Level 41: Repulsion Field Level 44: Temp Invulnerability Level 47: Energy Torrent Level 49: Force of Nature ------------
Level 1: Brawl Level 1: Sprint Level 2: Rest Level 1: Defiance