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Posts
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Here's mine. I went cardiac for the endredux/range, and Mace for the S/L/E def cap (with smokenade).
Solo, remember to tp-foe those nasty Rikti Drones before you toe-bomb an 8-man spawn and you'll get your Vanguard merit collection in a heartbeat
On teams, you're a ranged ST specialist, toHitDebuffer and caltrop tossing invisible toebomber (you can toebomb if you up your defenses). And yes, AoE dabbler as well. You do have a nice cone, an annoying radial blast, the bombs and a Nuke, if need be.
So don't delete it. Even if it might be abit underpowered nowadays (well, since around ED methinks) it's still a fun set, and it's nowhere near as weak as it was 3 years ago (no more toggle-dropping, much better damage, set bonuses to round up your def, etc).
Hero Plan by Mids' Hero Designer 1,92
http://www.cohplanner.com/
Click this DataLink to open the build!
Nova-Cell: Level 50 Mutation Blaster
Primary Power Set: Energy Blast
Secondary Power Set: Devices
Power Pool: Speed
Power Pool: Teleportation
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Power Bolt -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Web Grenade -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(21), Enf'dOp-Acc/EndRdx(23), Enf'dOp-Immob/Rng(23), Enf'dOp-Acc/Immob/Rchg(25), Enf'dOp-Acc/Immob(25)
Level 2: Power Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(29)
Level 6: Power Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(13), Thundr-Dmg/Rchg(13), Thundr-Acc/Dmg/Rchg(15), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(17)
Level 8: Caltrops -- Slow-I(A), Slow-I(34)
Level 10: Targeting Drone -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(19), GSFC-Build%(21), GSFC-ToHit/Rchg(31), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Rchg/EndRdx(31)
Level 12: Aim -- Rec'dRet-ToHit/Rchg(A), Rec'dRet-Pcptn(33)
Level 14: Taser -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(34), Stpfy-Acc/EndRdx(36), Stpfy-Stun/Rng(36), Stpfy-Acc/Stun/Rchg(36), Stpfy-KB%(37)
Level 16: Smoke Grenade -- DarkWD-ToHitDeb(A), DarkWD-ToHitDeb/EndRdx(17), DarkWD-ToHitDeb/Rchg(34)
Level 18: Hasten -- RechRdx-I(A), RechRdx-I(33)
Level 20: Cloaking Device -- EndRdx-I(A)
Level 22: Teleport Foe -- Acc-I(A)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(48), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 26: Explosive Blast -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(37), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(39), Posi-Acc/Dmg/EndRdx(39)
Level 28: Trip Mine -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
Level 30: Tough -- S'fstPrt-ResDam/Def+(A)
Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45)
Level 35: Nova -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(46), Oblit-Acc/Dmg/Rchg(46), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(50)
Level 38: Time Bomb -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40), Oblit-%Dam(42)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(48), LkGmblr-Def/EndRdx(48)
Level 44: Combat Jumping -- ULeap-Stlth(A)
Level 47: Super Jump -- Zephyr-ResKB(A)
Level 49: Acrobatics -- EndRdx-I(A)
Level 50: Cardiac Radial Boost
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Defiance
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(19) -
Remember that if you pick (and slot) smoke grenade you don't actually have to hit the Def Cap. 7% toHitDebuff isn't negligible, and there's little reason for it not to be active at all times (huge area of effect, fast recharge, doesn't aggro foes, so you can toss it before the fight begins).
Your best bets are the cheap Thunderstrike recipes (ranged damage, 6 slots), 3 slot weave with LotG (+rech, +def, +def/end), tough with 1 slot Steadfast Protection +3% def, and 6 slot Gaussian on Targetting Drone.
You should also consider /Mace mastery's scorpion shield. It fits thematically with AR/Dev and s/l def never hurts -
First, I'd like to say they're pretty cool, enabling us players to base our concepts around sonicwave (and shockwave) projection rather than shouting (or whining). I just have two requests:
1) Shout - Could you make a new (recicled) animation where the blast comes from the hand (or wrist, palm) instead of the head? My toon has a power glove where almost all powers shoot from, except for Shout. Any blast animation you have would work here, except for the eyebeam/head ones
2) Siren's song - Here, I want a straightforward option instead of those little hypnotic motions, like a low-tone pitch being emitted from the wrist or hand. Maybe a simple raised palm.
Again, thank you devs for offering new animations -
Quote:So what if Nukes become abit overpowered? They're nukes, they're the epitome of blasterness, of corruptorness and defenderness, incidently three of the four solo-unfriendly ATs that the casual player avoids like the plague.The problem with this is that the -recovery can be dealt with. An empath can put AB on you, which negates the -recovery, or you can eat a stream of blue inspirations. The other balancing penalties -- the end crash and the long recharge time -- can also be negated or reduced. If you make the nukes stronger while leaving the same penalties they are in serious danger of becoming overpowered.
More than for myself, I want to see more Blasters, Corrs and Defenders out there being played by the average joe (the one that likes to team but sometimes goes solo due to late hours or just for the heck of it). I'm noticing a trend where most teams count something like 6 scrappers and brutes amongst their numbers, and maybe a Dom or VEAT if we're lucky. Buffs, debuffs or big AoE beyond the occasional lvl 8 sidekick? Forget it!
Point is, if you're lobbying for Blaster, Corr or Defender QoL buffs, or anything really that might make more ppl want to play them (and me), well, more power to you -
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Quote:This is the reason there's so little progress in this game, the overly vocal minority desperately searching for a reason to quit.If they change Nukes, I quit. There's a Nuke for everyone's tastes right now. Changing them would be the old fixing what's not broken, and going for a bland, every single one is same thing...
I don't want anyone touching my nuke... unless I'm afk, then feel free to wander by and pop it off for me. That's okay. I like that.
*Should* they revamp nukes? Hell yes! Will they? No, because Dan will quit if they do. -
Id' like a natural, or semi mystical feeling knife-toss secondary, with a mix of martial arts kicks and a bit of stealth. The immob could be that infamous ninja move where they throw a knife into your shadow, freezing it in place
But we'll most likely get Kinetic melee instead, like that Powers Division guy you fight on Reeve's tournament, the rival what's-his-name En/Kin guy. -
Would you consider adding a crash and -recovery to the crashless nukes like Rain of Arrows? Even if you upped their damage (and recharge) to match Nova? Would you say it would make Archery stronger or weaker? Would it make you want to play Archery or avoid the set like the plague? Did you even hesitate answering any of these questions?
Big nukes with a crash are nice too... on sets that OTHER people play, on hypotetical forum bragging or on memory lane for dusty old lvl 50 blasters you sometimes take for a spin. But gamewise?
In my experience it's a waste of a power and it's a waste of slots. My lvl 50 En/Dev is my first hero, my first 50 and my oldest, most played toon. While I always had Nova in my build, I can count on the fingers of both hands the number of times I actually pressed that button. It's meager, Buildup-less damage just isn't worth the crash and recovery penalty.
Me? I'd trade Nova for lil'nova with no crash and 1/3 recharge in a heartbeat, but it'll never happen in a million years. -
Ok, thanks. Didn't know that
And just editing to confirm it works. I bow to both DumpleBerry and Zombie Man's wisdom -
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Ok, I've started a new Praetorian character, and I've noticed that clickies/glowies no longer show on the minimap as they used to. I guess it's not much of a problem when collecting flowers for Praetor White (still annoying just to go by sound) but on the mission where you have to disarm 4 bombs around the hospital... How do I go about that?
Anyone else experiencing the same problem? -
I'd shave off Time Bomb's interrupt time entirely, make it a 1 sec cast. It's like Bright Shadow says, how hard can it be to press the red button on the timer? Unless of course you're supposed to Mcguyver it from the lint in your pocket everytime you set one down...
Ditto for Gun Drone. I'd definitely trade its mobility (like it used to be, Gun Turret) for an instant cast and no interrupt time at all, just like every other pet in the game. -
Just pointing out that Rad/Dev can stack stuns from Cosmic Burst and Taser to Mag-6 mez, which makes most boss fights post lvl 18 a breeze. Plus, if you toebomb, the Irradiate+Neutron Bomb should really help mop up after the initial bang. Lts and bosses survive, but again, you have taser+Cosmic burst to deal with them.
Not a bad combination at all, and you can slot 4 of the very nice PBAoE Obliteration sets (2 in Rad+2 in Dev) for 15% Def to Melee + 20% rech + 12% Dmg buff + 36% acc. -
Me, to put Kheldians in line with both each other and VEATS, I would:
1) Give Dwarf Form Glinting Eye/Ebon Eye (epic tanks get Laser Eyes, so should Kheldians)
2) Give Nova Form its own 100% Build-up, shared cooldown with Human form 80% Build-up/Sunless Mire so you can't stack both (blasters get 100% build-up)
3) Give each Human Form shields 1 piece of mez protection, sleep, hold, stun (in line with VEATs and Sonic/FF defenders/corruptors)
4) Upfront 40% of the 140% potential damage bonus from Cosmic Balance/Dark Sustenance inherent (ala Domination/Invincibility-Unyielding episode), letting Human Form Kheldians base dmg go from 0.8 modifier to VEATs 1.0 (dmg buff solo)
5) Get rid of Dwarf form 20% damage bonus (dmg unchanged solo)
6) Keep the Nova form 40% damage bonus (dmg buff solo)
7) Cut the inherent team potential damage bonus in half, from 20% to 10% per respective AT teammate, from 140% max to 70% + 40% max if you're teaming with 7 tanks/blasters (dmg nerf in ideal 8-man teams, dmg nerf to Dwarf in ideal 8-man teams).
Changes, of course, apply to BOTH Peacebringer and Warshades, the only ATs in the game left behind by the circle of buffs that have been sprouting since ED. -
Quote:I had the exact same problem with my MS Comfort Optical Mouse 3000 and MS Intellisoft from the Windows 7 Update, and from all the digging I did it seems that the mouse wheel also tilts horizontally, and that interferes with vertical scrolling in some applications (like zooming pics in Windows Photo Viewer). So my solution was just to turn off the annoying tilt function (which I never use), and that seemed to solve the problem.Yeah, I checked that and it is set up for my actual mouse, not a generic one. The thing is, the wheel works for everything else. Scrolling up and down windows, even in CoH, like the chat tabs, just when for some reason it's not doing the zoom in and out. Not a big deal, just a minor annoyance.
Thanks anyway!
Control Panel
Search Control Panel - Mouse
Change Mouse Wheel Settings
Enable Horizontal Scrolling With Tilt Wheel - Uncheck the box
Apply
Hope that helps -
Same here, EU player, though nothing like 10 mins. It used to take between 5 and 15 secs between I Agree and login screen, now it takes at least 30 secs. Definitely noticeable, and I wondered if there was a bug or virus on my computer. Apparently not, since I formatted/reinstalled windows 7 and got the same result.
I think it's a network issue, because I'm also experiencing constant and extreme red lag spikes on /netgraph 1, all since the last patch came on, as well as freezing delays during Charater Select screen. During the weekend I chalked it up to a mob of yanks bottlenecking the EU-US connections or something, but during week days with only about 50 players online... Much less likely. -
Paragon City, early evening. Sirens blare relentlessly through the streets as an army of firetrucks press their way through the rush-hour traffic of Talos Island. Tired-looking people look out their car windows and squint, trying to make sense of the red glare warming the skyline. It's an office building on fire, retaliation towards the government for their persistant refusal to release their Medi-Portal technology to the general populace after nearly a decade of testing.
Lawrence Harken of the Citizens for Medi-Corp is still trapped inside, high up on the 30th floor. Flames burn hot as the ceiling threatens to collapse. The hooded kheldian Seminova extends her hand and he reaches for it, knowing the only way out is through the window and into the night sky. But it is too late. The roof comes crashing down and Harken watches in horror as a hidden rogue PPD reaches for a quantum rifle and shoots. The hooded woman screams in agony and vanishes in front of his eyes, rescued by the same Medi-Portal technology he fought to make available for all. And failed. Like his wife and children before him, Medi-Corp wasn't there to save Harken in the end. And neither was Seminova.
A public outcry was heard the following morning, and Lawrence Harken's message never sounded so loudly. It's the question on everyone's lips, why are we giving aliens Medi-Corp technology? Roy Cooling of the FBSA, the agent in charge of the operation gone so terribly wrong, was unusually parse and dry, voicing his disappointed in the Peacebringer's performance and inability to win the day. According to the veteran agent, "Seminova tried her best, she did, but in the end she was only kheldian. And perhaps these days, being kheldian is simply not enough to be a hero."
Long gone are the days where the mighty Peacebringers would have their glowing faces stamped on cereal boxes and coffee mugs. The days of mean-faced purse-snatchers and petty swindlers with too much grease on their hair. The world has changed since those days, hardened, and is much less forgiving for your friendly neighbourhood watcher. Nature itself imposes that those who don't adapt get left behind. But what if they can't get left behind? What if everytime their strenght gets pushed beyond its limit they get a second chance to get back into the fight? And another. And another...
A sentiment shared by Longbow Captain W.M. Dietrich, who voiced her reserves over the fact that every bonded kheldian gets preferencial treatment at Medi-Corp. "Just because they're aliens, that doesn't mean they're special. Rikti are special. Warshades are special. But Peacebringers? Beneath all the glowing and sickening good intentions, they're little more than flying rent-a-cops with a stun-gun, and we don't just go out and give every cop his own Medi-Portal, now do we? All they do is scatter around our foes, and as usual it's up to Longbow to clean their messes. Me, I wouldn't trust one with feeding my fish, let alone the fate of the world."
Sunstorm himself was particularly grimfaced upon hearing of the growing dissent against his Peacebringer pupils. All he could promise was to renew his efforts in chasing down every Quantum Weapon and Void Seeker running loose on the city, promising a Task Force to make Paragon City safe once more for all kheldians, Peacebringer and Warshade alike. A good first step, but even if successful, it still might not be enough.
But if not the Peacebringers themselves, who is to blame for their declining success rates? Is it Ms. Liberty and the other trainers, for letting the aliens slack off just as they push everyone else harder than ever? Is it Hero Corps, for neglecting to notify every possible sighting of Quantum Weapons and Void Seekers in the missions the kheldians are about to undertake? Is it the FBSA contacts themselves for expecting too much of a single old-school hero?
The truth of the matter is, as of now, they're a burden. Lucas Zanella, president of Medi-Corp, was eventually rescued by Captain Dietrich, who picked up where the wounded Seminova left. Clearly aghast after the dreadful experience he'd just lived through, Zanella had little sympathy left for the Peacebringer issue. "I might run the company, but I don't make the rules. And yes, people are right to be upset. Do you have any idea the strain a single Peacebringer puts on the Medi-Portal system? Even blasters aren't that bad, and at least I hear they earn their keep. Dietrich certainly did! But Peacebringers? Collectively, kicking them out of the Medi-Portal system would free up about half the resources we have available. Yes, half! That would mean we could probably plug in every child and senior citizen in the state and still have some room to maneuver in case of a crisis. But as I said, I don't make the rules."
A pity, that. After all, with so many real heroes about, does the world really need another Peacebringer? -
My widow is Nafila, an alusion to the Nephila family of spiders. But that's the only concession to the term Widow I'm willing to make.
Truth be told, any name fits. I'd refrain from putting the terms Widow or Operative or Fortunata on my VEAT, as plotwise, you go through alot of trouble to create an alias and get that name on the Destined One's list. While doing official Arachnos business, you should never take your helmet off so no one knows your face. You even get a 2nd costume so you can "operate" outside of Arachnos influence and rob banks without the Arbiters finding out who you are (after all, they don't dig too deeply into Destined Ones' affairs).
After all the trouble you go through to create a 2nd identity for your VEAT, just letting everyone know you work for Arachnos sounds abit silly for me. IMHO. -
Quote:Essentially, every other AT in the game got alot stronger except for Kheldians, the game got harder, expectations were raised, and Peacebringers, with particularly glaring design flaws, struggle the most with today's expected performance. Other than balance (numeric) issues with other ATs (of which are too numerous to discuss without starting a flamewar), the most glaring quality of life problems with kheldian peacebringers are (IMHO):What exactly happened to them? What is so bad about them? I'm just curious because I don't get whats so horrid about them.
- Excessive knockback (instead of the much more useful knockdown) on every AoE power except dwarf PBAoE makes you unwelcome on teams that don't know you;
- Human form PBAoE (the best attack in the set) gets greyed out if you use your PB inherent ability to fly (brilliant, this one);
- While you do have alot of power picks, you probably won't be able to decently slot human form + Nova/Dwarf (each of which have powers that require their own slotting, nevermind that they're basically replicas of human form powers), so you're either a fully human form (meh) or a Triform with shoddy attacks in Lightform;
- No mez protection outside of Dwarf/Light form, despite the fact that you have a constantly spawning kryptonite (void seekers/quantum gunners) that stuns/kb with every shot;
- You suffer alot for your inherent Cosmic Balance, as your *potential* damage in teams means you have at best old FF defender damage soloing or in the wrong 8-man team (think of Invulnerability's power Invincibility before the changes - an actual penalty to defense while fighting ranged mobs vs almost capped defense while surrounded with an 8-man spawn in a team).
So make one, but be prepared for a harder experience than a Sonic/Elec defender. Just be prepared to lower your difficulty and get alot of trouble finding teams. Good news is that PBs have their own special plot missions, so if you didn't go through them already it's always a fun read.
And whatever you do, don't make a VEAT at the same time you make a PB, you'll send your keyboard flying through your window in frustration. -
Quote:I certainly wouldI bet if they had a blaster secondary that had these powers nearly 90% of the new blasters would pick this set....
Tier 1 brawl (you are still practicing.. not yet)
Tier 2 brawl (you are still practicing.. not yet)
Tier 3 brawl (you are still practicing.. not yet)
Tier 4 brawl (you are still practicing.. not yet)
Tier 5 brawl (you are still practicing.. not yet)
Tier 6 brawl (you are still practicing.. not yet)
Tier 7 brawl (you are still practicing.. not yet)
Tier 8 brawl (you are still practicing.. not yet)
Tier 9 Practiced brawler (you made it!)
38 levels but I finally get my mez prot... and its worth it!
But jokes aside, I'd love a low-key, not-too-flashy Martial Arts Set to complement my blaster primary. It doesn't even have to be very good (don't really expect much of a blaster secondary anyway), just make sure it has build-up + something else useful and I'd be happy.
On that note, would a Martial Arts Secondary work for Doms too? Fully melee (maybe a knife toss in the middle) but also full of goodies, I think. -
It's not about game balance, mez protection for blasters just goes against dev design.
While low level blasters can probably deal with the common purse-snatcher, high level blasters are designed as valiant henchmen in distress for the real heroes in the game (basically, every other AT) to protect and avenge. It's really WAI, and it makes sense that if there are epic ATs in the game, there has to be at least a sidekick AT as well.
Now, don't get me wrong, Jubilee's pretty flashy in her own right, but she should learn to pick her fights. After all, she's no Wolverine.
If you don't believe me just go on youtube and watch that CoH movie where the Freedom Phalanx battles Lord Recluse and his cronies. Notice that Synapse (the blaster) faceplants before the fight even begins -
Fun factor:
Cloaking Device + Stealth IO + Superspeed + Smoke Grenade = toe bombing even against Knives of Artemis and Rikti Drones. I tested it myself with this latest spring of free respecs
Still, everything said and done, I agree with mr. plainguy's general opinion. Lvl 50 Energy / Devices, pretty fun, concepwise, but no real strenghts other than being pretty sneaky.
No buildup.
No endurance management.
No Melee attacks.
No holds to stack with the epic ones.
No permanent defence/mez protection like in traps.
You'll likely need to go Cardiac when you get your Alpha Slot.
My impression of Devices is that it's mediocre compared to what everything else offers, but it's the best fit for any role player that wants to have a real origin (en/dev, mutant who shoots concussive blasts and has alot of gear to keep him safe). Well, unless you want to play the guy who shoots fireballs and is, uhh a bit psychic on the side, not to mention he runs really fast and is invisible to boot! -
Same here, yesterday went to connect #73 before allowing me in, for what felt like an hour or so. Today it only reached #6 or so, but it's becoming a problem. But hey, we're just the eurotrash minority so it's unlikely there'll be much (any?) effort to fix it.
Aside from that, if I do manage to log in, the server does feel faster and with less lag spikes than before the migration so it's not all bad. -
Quote:I think your argument is flawed, you're not weighting things fairly. Blasters have a higher base ranged damage modifier than all other ATs, yes, but this has nothing to do with specific powers in specific sets, it's just a formula to apply to all damage powers. Brutes have higher HP and Res caps than scrappers, and damage aside their identical power sets are pretty much the identical. Yet Blaster controls, are very different (and IMO, damage aside, alot worse) than other AT controls when they should be at least similar.Lets actually compare all aspects shall we?
Blaster controls
Electric Fence -> 20% chance for -100% recovery, -2.8% end, 62.56 damage, 4s recharge, 17.88 duration, Mag 3 immobilize, 1.0 acc, 7.8 end, +7.7% damage, 50ft range, -KB
Controller version
Electric Fence -> 20% chance for -100% recovery, -2.8% end, 30.59 damage, 4s recharge, 27.94 duration, Mag 4 immobilize, 20% chance for Mag 1 immobilize, 1.2 acc, 7.8 end, -fly, 80ft range, -KB
Blaster
Ring of Fire -> 96.34 damage, 6s recharge, 17.88 duration, Mag 3 Immobilize, 1.0 acc, 7.8 end, +7.7% damage, 50ft range, -KB, -fly
Controller
Ring of Fire -> 33.64 damage, 4s recharge, 27.94 duration, Mag 4 immobilize, 20% chance for Mag 1 immobilize, 1.2 Acc, 7.8 end, 80ft, -fly, -kb
Blaster
Lightning Clap -> 13 end, 1.0 acc, 15ft radius, 50% chance for Mag 2 stun, 9.5s duration, Mag 2.077 KB, +2.5% damage, 30s recharge
Tanker
Lightning Clap -> 13 end, .8 acc, 15ft radius, Mag 2 stun for 9.5s duration, 50% chance for a Mag 1 stun for 9.5% duration, Mag 5.193 KB, Mag 4 taunt, 30s recharge
So, in all those cases, the blaster is either more damaging (electric fences, ring of fire) or is more accurate. (lightning clap)
Yes, blasters aren't as controlling as controller, or has as much crowd management as tankers, but what they do have, is more damage. which is what a blaster needs.
It's expected for Electric Fence to do more damage and last less on a blaster than on a controller, but it's the other factors that shouldn't be so different (though the damage as you state it is purposely misleading since it leaves out containment, and that damage/duration ratio between blaster and dom is actually very unfair to the blaster). Mag4 vs mag3 means boss vs lieut, 80ft vs 40ft is self explanatory, 30 secs immob vs 15 secs immob means rooting a 3-mob spawn for the rest of the fight in 8 secs vs prob rooting only 1. I'll leave out all the other goodies. The Lightning Clap argument is just ridiculous, of course the tanker version is better (and the funny thing is that they don't even take it). You don't compensate for all that with just "blasters just need more damage and uhh, sometimes accuracy when it fits". No they don't. They need their controls to work too, else they wouldn't even be there in the first place.
For the sake of argument, you might not want/need controls on a blaster, but I do/do. Even if I'm on a team with the perfect tanker, either he or I will screw up at some point and I don't like to faceplant knowing I'd survive the same action on almost any other AT.
This is just my opinion, I don't care what happens to blasters (since I won't play another one unless things really change), but what I gathered from (too) many hours of gameplay was that, rather than more damage, their controls need to work if they're expected to survive. I see a sapper, I taser it. That's ok. I see a Knives boss, however, I either set up a minefield or pop 3 purples and a BF, and that for me is just wrong.
But if you just want plain numbers, go run the numbers on Tesla Coil between blaster (or defender for that matter) vs dominator and come back with the same answer. -
My first AT was a blaster, an Energy / Devices which I painfully brought from 1 to 50, mostly through soloing and before the Defiance changes (toggle dropping age). When I started playing the other ATs, mostly doms, brutes and stalkers, I realized I hate my blaster. In fact, I hate all blasters. From my experience with the AT, I think the problem with blasters is twofold.
1) Blasters almost always seem to get the worst version of a (non-damage) power in the game, which greatly diminishes their controls and therefore, their mitigation. I've always been made to believe the game has Archetypes instead of classes, similar powers with only slight differences but that's not true of blasters. Look for example at Electric/ Tesla Coil, and match it against troller/dom versions - what you get is pitiful damage, less than half its hold duration and significantly lenghtier recharge. And all across the board, it's the same, if it's not a damage power, chances are the blaster version of that power is probably garbage.
Because they don't have direct mitigation, blasters depend on those controls to survive. Why are they so bad? Fire/Fire, for example, actually has only one control, the 1st power of their secondary, Fire Ring Circle. Again, comparing it to troller/dom, it only has mag3 immob (vs mag4), only 40ft range (vs 80ft) and lasts for about 1/3 of their versions. /Electric's Electric fence doesn't even have the -fly the troller/dom version has. And if you think it's only blaster vs troller/dom, look at the tanker's Lightning Clap, with a base mag2 stun + 50% chance for mag3 stun, whereas the blaster's only has a base 50% chance for mag2 stun. Yes, amazingly enough, even tankers have better versions of blaster controls.
Thess discrepancies would be where I'd start, updating blaster controls to other AT numbers, if giving slightly (slightly, not double or triple or...) greater mez durations to trollers/doms versions of the same power.
2) Some Primaries and some Secondaries try to be different, and thus suck. I'm not trying to start a flamewar here, but the truth is Electric/ needs that third attack more than it needed a buggy pet, Energy/ needs to have its AoE attacks changed to knockdown instead of knockback (or some form of protection against /teamkick) and /Devices needs to actually do something in teams other than being invisible and annoying everyone about waiting 15 secs to set up a timebomb. But the devs won't get into this, no matter how many times it's asked, so disreguard this. It's a problem with no solution in sight.
Once again, I'd start with blaster controls rather than giving blasters more damage or mitigations, which will never amount to much anyway. If that doesn't work, we can always go back to whining here in the forums while rolling new doms and brutes.
P.S. If you haven't read the above already, WARNING! WALL OF TEXT ABOVE! MAY CAUSE HEADACHES AND STOMACH ACHES!