Fire Blaster Powers
Last Modified: July 28, 2010
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 as well as ranged and it makes for a very powerful combination if you can pull it off, but your main powers are ranged.
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 powerpool 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.
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Fighting
If you're desperate for the defensive bonuses of the last two powers in this set, go for it, but the melee range attacks are a waste considering you have plenty of more powerful stuff to choose from in your Primary and Secondary powersets. -
Concealment
Useful for sneaking up to stuff, sneaking past stuff, or if you play PvP. -
Presence
This pool is such a waste of time. The final power is good, but the rest are like begging for death for a blaster. -
Medicine
This can be useful because of the self heal. It also makes you more valuable to the team for obvious reasons, but takes away from other powers you could be taking. -
Leadership
Useful for the buffs. You could certainly use more defense and attack, but these will draw endurance that you probably won't have. Besides, Blasters get very poor percentages from Leadership powers. -
Teleportation
Recall friend is always useful if you team a lot, but this power is better for people with natural stealth for Sneak and TP. Teleport Foe is useful for Scrappers to pull an enemy close for elimination, but as a Blaster, this is pointless since you can hit them fine from afar. If neither of these are useful, there's no point in taking Teleport as a travel power. -
Fitness
There are some Archetypes and builds that can skip the Stamina series. This is not one of them. The only real decision to make here is whether you want Swift or Hurdle. Take Swift if you plan on Fly as a travel power for the speed boost and Hurdle if you take Super Speed. Otherwise, it's up to preference. -
Speed
Given that basically every power you have is an attack and they all come back fairly quickly, there's very little use for Hasten. Super Speed is fast, but dangerous for squishies because if you get stuck on an environment object while running, any nearby enemies will notice you. -
Leaping
As a squishy character, Super Jump is a risky power to take because you can land in the middle of a group of enemies and get killed very quickly. However, if you're desperate to have Acrobatics for the immobilization defense, you don't really have an option. On the other hand, fly will prevent knockback effects at the least and you can just avoid story arcs full of or carry inspirations if it's a huge problem. -
Fly
Fly may be slow, but I've already got Swift from the Fitness pool which will speed it up slightly. It also gives me safe travel and it's the best power for badge hunting so if you are building a badge-er, Fly will be your best bet (it's the one I chose for Shazel).
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: Brawl | ![]() | ![]() |
![]() | 01: Sprint | ![]() | ![]() |
![]() | 02: Rest | ![]() | ![]() |
Read the previous page for my take on Defiance.













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