Psi/Nrg Blasters


GageEndaI

 

Posted

Psychic Blast as a primary power of a Blaster is quite possibly the best PvP Focused powerset that the game has to offer. It is almost entirely a single target powerset that goes past most people's defenses (and is especially effective against scrappers, so long as they aren't /WP) and with a bit of creative slotting, can even take them down.

My personal favorite secondary is Energy Manipulation. The reason for this is because it just does a LOT of damage. Throwing in a Total Focus after blasting someone for a few moments can pull off over 1k damage in just one hit. I often reserve it for my finishing move (due to it's long draw time).

Another reason that I enjoy this mix a great deal is that at Level 8, you will have three good attacks as well as Psychic Focus and Build Up. That means that even as a low level toon you will be able to take out the big bosses faster than your comrades in PvE. Your single target abilities will make your teammates a bit put off, but with the amount of damage that you put out on each of your single targets will help them not notice it.


-=Psychic Blast=-

Psionic Dart (****-)
Your basic attack for a blaster, this is one of the few First Power powers that I have ever taken, the reason? -Recharge. I freaking LOVE -recharge. Especially when teamed up with Power Boost. Go ahead and take PD and give it some love with your slots. It's worth it.

Mental Blast (*****)
If you're taking First Power, you have to take second. I think that's written somewhere. Even if it wasn't though, you want Mental Blast. It's another -recharge power that will do some nice high damage and will help fill the gap of your power rotation. Slot it well and treat it right.

Telekinetic Blast (*****)
When I was first starting my character it was for PvE, I didn't know what I had created until it was too late, and I was using the character in groups. Needless to say, I originally skipped this power at L4 and took Energy Punch instead (facepalm). Now that I know how this character works better, I now know that TK Blast is quite possibly one of the best powers in the build. It does great damage with a slow recharge, and the KB goes well with Power Thrust to keep a lot of baddies on the floor.

Psychic Focus (*****)
Similar to Build Up (but reversed so it's more +to Hit than +damage), this power opens up around L8, giving you a great combo of BU/PF as a boss dropper. If you are starting the fight, drop the two of these with a Power Boost and snipe away. Fantastic way to ***** someone fairly well.

Will Domination (*****)
With moderate damage and a secondary that puts the target to sleep, this is a nice power when fighting a group and you need one of the targets out of the fight. I often use it on a Lieu when they toggle up just to keep the focus on the Bosses. It's also fairly useful in PvP for anyone not protected against it. I've used it on stalkers who didn't kill me the first time and was able to hit that, pop some pills, and two-hit them out of action.

Psionic Lance (****-)
The Psychic Sniper Attack, Psi Lance has pretty good range and can do moderately good damage, it also has a nice secondary that lowers your target's recharge rate, which makes it my current opener (when I can pull it off).

Psionic Tornado (*----)
Ever want to see a weak damaging psi attack that hits a bunch of targets?! Me either, skip this as if it didn't exist. Take something more useful, like slotting brawl.

Scramble Thoughts (***--)
This power is often overlooked because of it's Minor Psi Damage and it's not too useful secondary (Disorient). However, it has a hidden perk. It gives a +25dmg thanks to the Blaster Defiance. Many times, I will use this as a PvP opener, just to boost the rest of my damage up and (hopefully) to disorient the target. I only gave it three stars, but that's mostly just because I don't have it in my current build. Even though, it's a great way to power through your target's defenses.

Psychic Wail (*----)
Probably one of the weakest PBAoE Nukes the game has to offer, Psychic Wail just isn't worth the time it takes to recharge. My PvE build has it, but that's mostly just so I can take out the Peons in a group before I move on to the Lieu and Bosses. That is to say, it WAS in my build until I dropped it like a ton of bricks.



-=Energy Manipulation=-

Power Thrust (*****)
You don't have an option in this. If you are a Psi/EM, you are getting Power Thrust. But that's okay since this is one rather useful power, especially when in PvP or Solo-PvE situations. The Knockback on this guy will keep your target down fairly often, and when combined with TK Blast you can keep a KBable target on his back nearly indefinately.


Energy Punch (*----)
Why are you this close to your target and trying to keep it there? Sure it disorients, but you're wasting a slot if you get Energy Punch. Skip it and move on.

Build Up (*****)
As I mentioned before, Build Up and Psychic Focus are your bread and butter. Make sure they are well recharged and well set for their slotting and the two of these will keep you alive by making sure everyone else is dead.

Bone Smasher (**---)
Very similar to Energy Punch in my feelings for it, but at least it does some more damage. The draw time is a bit longer though.

Conserve Power (***--)
If you know that you're an Enduracne Junkie durring certain events, go ahead and pop this. I've got it slotted up for Recharge and End Bonuses and the few times I remember to use this, it does come in fairly handy... I just forget a lot because I'm usually busy.

Stun (****-)
I had this in my build for a long time until the draw time and frequent resistances urged me to 86 it. On top of that, the disorient is also found in a lot of other EM powers, so if you really want to stun someone, just slot those up so you can at least do some decent damage while you're at it.

Power Boost (****-)
This makes your secondary effects more powerful. I freaking love secondary effects with this combo because it's either -recharge or disorient. Slot 'er up and use it a lot.

Boost Range (****-)
If you are planning on being mostly a sniper and aren't planning on being up close and personal (good luck) then this is a good power. It's also fairly useful for catching runners, so that's why it's in my build.

Total Focus (*****)
I frequently forget this power's name, simply because I always call it "The Finisher." Any time I start a PvP fight and my target has about 800hp Left I will pop my pills and drop this... followed by whatever my target was. Total Focus will do up to 1200 damage to an unguarded target after full powerups, so this power is a must for any build with EM in it.



-=Force Mastery=-

Personal Force Field (*****)
A great way to get out of the fight, this little guy puts you in a bubble that can't be hit or hit from. If you start to get a bit low on HP, this will pull you out fast enough that you can get away. It's a gem to have and I put it as a required power for anyone thinking of going into a PvP Zone.

Repulsion Field (*----)
This would be almost alright as a power if it didn't burn so much endurance. Putting this field up is a beacon to anyone around you that you will be dead soon, all they have to do is hit you from a distance and run into your field to drain your endurance.

Temp Invulnerability (*****)
Ever wonder how to get your damage resistance up? Well here it is. I've got it contributing 21% to my Smash/Lethal resistances which keeps me going for a good bit longer in most fights.

Repulsion Bomb (**---)
This is actually somewhat useful as a power, but most PvPers don't stay bunched up enough for this to really be something you will want to use. I didn't pick it up for the simple reason that I couldn't think of a time when I would use it.

Force of Nature (****-)
A great way to power through a lot of short attacks, FoN will boost all of your resistances up (except Psi) so that you can take a beating. Of course, if you're taking a beating, you may be doing it wrong.