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Fire Blaster Powers
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About Blaster Powers

Temporary travel powers make it easy to wait for real travel powers until later levels
Temporary travel powers make it easy to wait for real travel powers until later levels

Your primary power set is full of ranged powers and your second is mostly Melee range powers. Some people prefer to make "Blappers" who are strong in melee range, but I think that if you want that, you should make a Scrapper. They're much better at it.

That doesn't mean you can't get up close and kick butt, the key is to let others handle the aggro then wipe out the enemies before they have the chance to hit you…much. Anyway, read below for my Power Pool recommendations and then hit the next page or two for the Fire Primary and Secondary Powersets.

Power Pool Recommendations

Read my Power Pools Guide for general information on the pools, but the following are Fire Blaster specific issues with power pools.

Inherent Powers

For many of my builds, I leave these unslotted. That's mostly because each power becomes useless over time. In this case, brawl is meaningless after a few levels because you'll use much better attacks instead. Sprint is unecessary after you get real (or temporary) travel powers so there's no point in taking the endurance drain to leave it on. Rest is useful until you get Health and Stamina…. Well, for your fire blaster, it's still useful. When soloing, you'll probably end up resting plenty enough for it to be worth one recharge enhancement. Therefore, my recommended slotting for default powers is as follows:

01: BrawlCity of Heroes: empty enhancement01

01: SprintCity of Heroes: empty enhancement01

02: RestCity of Heroes: recharge enhancement02

Read the previous page for my take on Defiance.

Comments

2 Responses to “Fire Blaster Powers”

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  1. Scrap Works Says:

    I’ll post this on the power pool section as well, but just an FYI, leadership is pretty much useless for Blasters. The effect of the powers changes based on the class. For a full break down you can go here:

    http://cityofheroes.wikia.com/wiki/Leadership

    But basically

    Blaster, 2.275% Def 10.50% Dmg 7.0% to hit

    Even 3 slotted with 40% defense buffs, which is very high, you’re looking at 6.2% defense buff on Manuevers. That is totally worthless. Since you can’t enhance to-damage, you’re stuck with 10.5% on Assualt. Tactics can be buffed to 19.2%, if you don’t mind taking one of the other powers for basically no reason. But then you’re looking at at least 5 slots for a power-pool power (as you’ll wreck your endurance without modding that). And most blasters get Aim, which is much easier to slot and you don’t have to pick another power for it, and drain your endurance.

    Manuevers is worthless for Blasters, Scrappers, Tanks, Brutes and Stalkers as they all have the same bonus. For Kheldians, Dominators, Masterminds, Controllers and Corrupters, it is marginally better at 2.625%, which lets you get up to 7.2% - still worthless in my opinion. Defenders start with a 3.5, which lets you get to 9.6% - marginal at best. You really have to get two or three people to stack this before it really gets usefull.

  2. jeremy Says:

    And yet, if there was a unique IO that added 6.2% defense all around, I bet most people would take it. Even small percentages can make a difference, but your point about whether it’s worth the power, the slots, and endurance is definitely valid.

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