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Quote:If a mastermind says that ,you just have to tell him ,"Stop standing next to the pets".I would beg to differ strongly with the highlighted statement. Having played every "un-armored" AT many, many times, the new defiance combined with no-toggle-drop helps Blasters tremendously. I have no doubt that many Defenders/Controllers/Corruptors and even Masterminds would argue that they are in last place in that mezz-susceptable line. I KNOW my Empath will argue this one with you.
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Quote:Well part of why I tried to pick the best I could from both sides, and demonstrating they were the same order of magnitude was to not get in to saying, If you add this blaster, you will be better off than adding that X. I am also not going to go through every power combination by hand. That's Castle's job, and maybe one day he will be able to figure out how to extract his data from that spreadsheet where its all stored* (HA)This will all be under the assumption that survivability is no longer an issue, due to outside buff/debuffs on a team environment.
While you did cherry pick your powers, stating its the best from both sides, lets take a moment and look at the bigger picture.
For example, the Most AoEs you can get out of a blaster is probably a rad/fire/levi or fire/fire/levi build. Lets see the math behind the fire/fire/levi, assuming the damage cap, and factoring in the target cap as well. I will be adding in the t9 nukes, due to the fact that merely popping a blue, and hitting 'consume' will refill your end bar, and by the time you burn through it again, your recovery is back.
It looks like the fire/fire/levi Blaster, assuming survivability is no longer an issue, will clearly out damage a spine/fire/dark scrapper, due to increased number of AoE, larger radius, and higher target caps.
The problem your argument hits is if you are adding particular builds, adding particular corruptors easily wins adding particular defenders also easily wins. /Ice defenders, and Fire,ICE corruptors do the exact same AoE damage with their rain powers that blasters do. In the case of a corruptor at the damage cap their blizzard is going to be much more than a blaster could ever hope to do because of scourge.
Re: Doing the damage at range: Range is just not an advantage here. There is always the 5% chance a debuff, mezz or ridiculously large AOE lands. A blaster doing their damage at range with the buffer/ debuffer group brings that back to them. A scrapper, brute or even a tank is doing their damage away from everyone else and they are keeping the aggro with them. Adding a controller or two just means there is no aggro to go anywhere.
Just a little humorous reflection on our discussion here.
http://boards.cityofheroes.com/newre...eply&p=3234359
As I type this, there is exactly one team that had a blaster included in it, and that was for vengeance bait.
I really like my blasters, I have over 600 badges on my favorite. But I am painfully aware of where they come up short. If anything they should have their description changed from glass cannons to the "Solo challenge AT"
Cannons is just out and out misleading.
*Its a reference to a previous excuse on why the developers didn't actually balance things. Supposedly the server engine reads the data directly from a spreadsheet, that castle hasn't been able to figure out how to export from so other tools can be used to analyze it. (Didn't make any sense to me either) -
Quote:Thats like me asking is the economy good, and you answering why yes because its sunny and warm today.
The OP specifically asked " Does the Blaster AT literally become mediocre damage and low survivability?"
To the above I say no. I say no because this is a casual game and if you enjoy the AT that's all that matter. If you are not having fun cause you feel you die a lot or your damage is low, then don't play a blaster.
But anyway let me let you get back to being a fan boy and not bother with this thread again.
take care
P.S. Play what is fun for you. If you go by numbers then we would all be playing the same few power sets and ATs. -
Quote:It is probably interesting to debate your first sentence. It seems obvious, of course, 8 buff/debuff MUST be way better than 8 blasters at making dead things. All that +damage and -resist has to make make the buff/debuff blow the blaster team away for pure damage. Well, this is probably not true. You can math it all you want, but outside of AVs, an 8 blaster team makes spawns even at +2 disappear as fast as any buff/debuff team. I believe that +3s will also disintegrate as fast with either team. +4s? That gets to the point where I think enough stuff will live long enough that the buff/debuff team may start edging out the blaster team in damage.
Of course, the blaster team will likely start dropping dead vs. +2s (although good IO builds can prevail here), while +3s and +4s almost assure that little drawback. Purpose built all blaster teams with leadership could likely do much better. On the other hand, any random group of corruptors and defenders with unslotted powers (but still taking the good powers of their sets) is likely to decimate most anything.
Have you been on all blaster TFs ?
I have done the original positron all blaster.
Synapse all blaster. And an all blaster Numina.
The Numina went well, but it was a Numina, really not very hard if you have a stealther for the envoy and the final mission. Positron and Synapse had insane death rates all three were at base difficulty. To be honest I have also done all scrapper shadow shard tfs. The death rates were also astronomical but its one thing to die when facing off against the hardest enemies in the game and another when its the biggest pushovers in the game. -
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1. Elec/Shield Scrapper
2. Fire/Shield Scrapper
3. SS/Fire Brute
4. Kin/Ice Defender
5. sonic/Kin Corruptor
6. Cold/Dark Defender
7. Fire/kin Controller (Fire is fire control here as opposed to fire blast)
8. Illusion/Rad controller
Break up into 3 or 4 teams for the first two missions.
Power through as a group for the third
Zerg rush rommie and the nicti for the final. Then split up and roman farm. -
Quote:Not every controller takes psionic mastery because for them its gilding the lily. They can already prevent just about anything from getting the chance to mez them.Let me help you.
Not everyone takes Psionic Mastery. You can't rate an entire AT's mez protection based on one of 5 powers in one of 8 possible pools... You should try playing the game before you make such ignorant remarks.
Mock? An insulting mimicry? That close enough for you? He said the same thing you did as to show how foolish you sound? Yeah... I think you might not know what it means.
Check it out, there's this thing called "Google." You like type the word you want to know about it and it shows you stuff on the "web." You have to actually read what comes up, which might be new for you, but I'll help you out a bit:
http://www.google.com/search?client=...utf-8&oe=utf-8
(Click that ^)
Its only mockery if its insulting. -
Quote:The problem is at that point you still have other choices. The scrapper is still more survivable, the brute fully buffed is ridiculously more survivable. Brutes and scrappers at their damage cap outputting damage numbers that make everyone blasters included.on a team if you get to the point where defenders aren't needed anymore, thus all your buffs and debuffs are taken care of, and Blasters can rely on the debuff/buffs for surivial, then it doesnt matter if the scrapper has better, as they are all at the same survivial levels due to the buff/debuffs.
Blasters have bigger AoEs then scrappers, and can generally bring more AoEs to the table, thus increasing the kill speeds faster then a scrapper/brute/SoA etc could.
Here are a few examples at the damage cap
Claws
Spin/Brute = 526 pts of damage/target
Eviscerate/Brute = 614 pts of damage/target
Footstomp/Brute = 400 pts of damage/target
KO blow/brute = 999 pts of damage single target
spin /Scrapper= 540 points of damage/target
Eviscerate/Scrapper = 715.2 damage/target
Fire Sword Circle/scrapper = 620 pts/target
Incinerate/scrapper = 860 single target
Blaster Fire
Fire Breath= 545/target
Fire Ball = 394/target
Blaze = 944.5 single target
Fire Manipulation
Fire Sword Circle =500/target
Blaster Assault Rifle
Flamethrower = 605
Buckshot = 330
slug = 610 single target
Ignite is a discussion in itself
The only thing you can say is some of the blaster attacks are bigger, some manage to hit more targets, most have range.
I really like my blasters, but I am really aware of where they get shortchanged.
Oh and before anyone says I cherry picked, I did, I tried to go for the best available on both sides. -
Quote:What were you doing during all of this? What was the rest of the team doing? Why would anyone stay on a team where this was happening?
Hanging back at the entrance, The tank was the TL and that was how he wanted things done.
I mostly speed run TFS so I was there for the badge. -
Quote:The problem is they are the most likely (with exceptions) to need mez protection. In the solo case the controller/dominator can lock down an entire spawn as they engage it. The defender has many tricks to make certain they don't get hit by mezzes (their own controls such as dark's fearsome stare, Rads -to hit, etc). In the teamed case if there is a blaster that's actually doing their job any aggro that gets pulled off a tank or scranker finds it way directly to him.a blaster is the only one who can attack right out of the box whenever they are mezzed. in order for you to be able to use domination on a dom, you have to have a full domination bar built up. and you can't build a bar when you can't do anything.
as far as the controlers go, psionic mastery or more to point, indomitable will only lasts 90 secs. so again, a power that has to be up in order for it to be useful as long as it is before you get hit by a mez.
I really feel the developers speak with forked tongues when it comes to balancing. You take the recent adjustments to the tanker,brute,scrapper trio. Any of which if well built can more or less say to the rest of the team "Follow me as best you can till I am at the AV then I will assemble" for 90% of taskforces vs people playing the other ATs that get to watch. Yes I have been on both sides of that, and I am not talking about stealthing. In the case of scrappers there is a fair chance they don't need anyone at the AV.
Edit and just to put this into stronger context. Before the bruise change I was on a Master of Khan run where the lead tank soloed every mission all of the final mission except the AV encounter. When I read castle was adding bruise to tanks to help them solo, I nearly spit coffee all over my monitor. -
Quote:If it does the same damage it brings it to .8 blaster for defenders and corruptors at the cap. 4 vs 5While your correct that those powers at base, do as much damage as a blaster at base, your not factoring in the higher damage cap that a blaster does, which is 100% higher then a defender/corruptor. Which actually makes Thinkso's math more correct, accounting for all instances. And while Ice Storm and Blizzard do the same damage on a defender/corruptor as on a blaster, the other powers in that set, to much less then on a blaster.
Blasters Defenders Corruptors
Ice Bolt 62.6 36.1 41.7
Ice Blast 102.6 59.3 68.4
Frost Breath 87.6 50.6 58.4
Aim 37.5%/62.5% 50%/50% 42.5%/42.5%
Freeze Ray 6.26 3.61 4.17
Ice Storm 116.8 116.8 116.8
Bitter Ice Blast 142.6 82.4 95.1
Bitter Freeze Ray 82.6 47.7 55.1
Blizzard 500.5 500.5 500.5
Thats all base numbers, being pulled from Mids, and not factoring in the higher damage cap blasters have, which when thrown on a team with 1 kin, will be able to hit pretty easily.
at .6 and at the cap its 2.4 vs 5 or 48% rather than 40%.
Anyway as I alluded to above, The scrapper, brute, controller, veat, dominator just about anything winds up being the better choice because they will be bringing similar damage, greater survivability, and other things the blaster doesn't. They also all wind up being more forgiving of the defenders. -
Quote:In case you weren't aware you can activate domination while mezzed.LOL
You think all Corruptors take /Sonic or /Traps? You realize how few have Indomitable Will? Read your links. Seriously. The dispersion powers guard against Hold, Immobilize, and Disorient. IW's recharge is 360 vs a 90 second duration and it only adds Fear to the list.
Perma-Doms are well covered. With that exception, FEW builds of the support ATs have any mez protection, and even then it's gimp compared to the melee ATs.
ALL Blasters can fire through ALL mez. PERIOD.
lol... it's just so simple and you don't get it... even citing sources you clearly don't understand hahaha...
All controllers can take indomitable will if they feel they need it.
Quote:Hold, Immobilize, and Disorient -
Quote:LOL he was MOCKING YOU because you keep bringing up other ATs in a random and irrational fashion. Citing powers that other certain sets of other ATs get against Blasters as a whole... You have argued several times that FF/ Defenders are better than Blasters on the basis of Dispersion Bubble alone.
Now you're trying to call him out for something you've been doing... hahaha...
Let me help you
Indomitable will
Is an ancillary power pool available to every controller and dominator and can be respeced into or out of.
I don't think mock means what you think it does. -
Quote:I think you are being overly generous on the damage ratio.
If we say that a defender does 40% of the damage of an individual blaster (bit generous to the blaster there) and we look at a very simplified case of everyone using an aoe attack (40 dam for def and 100 dam for blaster) and each defender with a -res power.
8 Blasters = 8*100 = 800
1 def+ 7 blasters = (40+(7*100))*1.3 = 962
4 def + 4 blasters = ((40*4)+(4*100))*2.2 = 1232
6 defs+ 2 blasters = ((6*40)+(2*100)*2.8 = 1232
7 defs + 1 blasters = ((7*40)+100))*3.1 = 1178
8 Defs = (40*8)*3.4 = 1088
There are at least 3 cases where defenders/Corruptors have exactly the same damage scale as blasters.
Ice storm
Blizzard
Rain of fire.
If you take a look at the mininukes
Defender Full auto/Rain of arrows are at approximately 60% blaster damage.
The same holds true for the other defender Archery AOE powers. This goes to the whole damage scale is just a guideline for the powers issue. -
Quote:Thread title "Why A blaster"I'd hope you could put anything up there. If not then I'd have quit this mmo ages ago.
Ofcourse since this thread is about blasters I thought it might make more logical sense to talk about what the thread is discussing.
I guess I should have jumped in the thread and said that my ff defenders are awesome. -
Quote:You really need to read what his post actually said in particularly the assumptions used.And others just can't appreciate a good AT.
Using the math Thinkso did, once you start getting above 4 defenders (half a team) its more effective to add blasters then it is to add more defenders, assuming the same equal force multipliers.
So, in a normal team settings, anything above 4 buff/debuffs, and your much better off picking up that blaster then you are anything else.
But anyway, Here is the simple question for you. Is there anything other than a blaster you could put in there ? -
Quote:Some people are easily amused.Fascinating thread. Having read this thread in total I can see where both sides are coming from.
Personally I find my non-softcapped, high recharge blasters to be good at soloing.
I also find the few SO'd only blasters I have to be also good at soloing.
On the right teams (read insane buff/debuff amounts) their damage output is great.
My favorite team is still a mix of buffers/debuffers/blasters.
As an aside, I've always found MMs boring as spit with how trivial they make things.
Why A Blaster? Cause it's fun! -
Quote:Except for the part that where my blasters can ATTACK WHILE Mezzed: usually killing, stunning, or kbing what mezzed them, or I don't know . . . pop a break free.
Amazingly my toons that die the least are my blasters.
I'd try to help you out, but first just how much remedial education do you need ?
Quote:most of their damage output
Quote:Except for the part that where my blasters can ATTACK WHILE Mezzed
Quote:Cause we all know that corrupters and doms can attack while mezzed . . . o wait, they aren't the AT that can do that.
http://tomax.cohtitan.com/data/power...persion_Bubble
http://paragonwiki.com/wiki/Domination#Domination
So that would make corrupters, defenders, controllers, and dominators all ATs that have built in ways of not being mezzed or getting out of mezz. -
Quote:Really ?You cannot generate 8-12 small red/minute in game. I'd love to see you doing it. Assuming you wipe full 8 man spawns in 15 seconds (including travel between spawns), that is about 70 enemies a minute. Even if we get ridiculous and say you do the spawn wipe + travel in 10 seconds, that is still only ~100 enemies per minute.
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Quote:There really is a question of just what the role descriptions should be.I like a game where each AT has it's role, and they are more or less equal. This game is not perfect in that regard, but it comes close enough that I'm happy with it. I do not feel that the AT that is the best at keeping itself alive should also be the best at dishing out damage.
Scrappers,brutes, controllers post epic, to be able tear through content solo or make major contributions to teams. Check
Defenders and to a lesser extent Corruptors. Make their team mates look good. Check
Tankers. Annoy enemies by not noticing anything they are doing to them. Check
Blasters, frustrate life insurance salesmen, provide ongoing reasons for XP smoothing and nerfing any penalty from dieing. Check.
Stalkers, make people feel just what it is like to be a lone frustrated nutcase that sneaks up on things and kills them. Check. -
Quote:This is correct but doesn't go far enough. Cascade failure is actually the preferred way for a blaster to lose their defense. Much worse is for one mez attack to hit a blaster, then they have lost most of their defense, most of their damage output, and any ability to regain hitpoints at a significant rate.
To a point. I can take my resistance based scrapper out against a much broader range of mob types than a softcapped blater, without worring about cascade failure. At +3/8. Not just for one spawn, but every single spawn, no pausing between spawns. I'm gussing more scrappers/brutes reliably have that ability than blasters do. If I am wrong in that, why don't you see more blasters farming?
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Quote:LOL, you should go through the list of things that forum goers have either had a wrong consensus on or have had sizable minorities that were just wrong.Yes, I picked up on the Crab Mentality from JB. I don't know how else one person could argue with a dozen others and still have no clue how off his reasoning is. I mean it's very possible IRL that the 12 would be wrong and the 1 be right, but this is a case where we all share the same context. We're all forum goers playing the same game with the same exact data available to us. The chance that the slim minority is going to be right is minuscule.
Of course the SAME thing is happening on the Blaster forum right now... one (occasionally two) are doing a tantrum style argument against more than a dozen others. That's just the way it goes. Some people will never understand, even things that are simple and common sense.
This repeated "if Scrappers can do it, Tankers should be able to do it too!" nonsense isn't much of a platform. -
Quote:So double stacked raged and then 45% more global damage is little trouble to get. Neat. What if your tanker is not SS?
How many red inspires do you think Brutes can maintain? Brutes don't have a prayer to hit their damage cap regularly solo, it is impossible without taking a lot of red inspires.
Well tanks don't need double stacked rage.
The answer for brutes is 8-12 small red/minute depending on the build but really that isn't answering the right question. The correct question is how much can a brute kill continuously when its at the damage cap.
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Quote:Why is Grey wearing off white ?On the next exciting episode of Why a Blaster:
Arbegla, who has recovered from his amnesia to discover that he is, in fact, a capybara, must confront his twin over the inheritance to the McDuesh fortune, but how will he handle it when he learns Stratonexus' baby isn't his? Meanwhile, Thinkso interrupts Grey Pilgrim's and Another_Fan's wedding wearing nothing more than a cravat and three ounces of Worchestershire sauce. But is the bride actually in love with the condiment-smeared madman?
Stay tuned for the next page of Why A Blaster, only on CoH Forums.
The condiment smeared madman sounds like a good name for a new brute. -
Quote:Tankers have relatively little trouble hitting their cap without kins. Some combinations can manage it without inspirations. Solo Brutes can run around at their cap.You're never realistically going to hit most of the hard caps. The damage cap is the one exception and that almost never happens without a Kinetics character around.
Softcapping defense means minions can't really hit you, but more is better against anything of a higher rank/level. Also, against anything that debuffs defense - which is very common. Also, if your FF gets killed and his toggle bubble vanishes.
Debuffs are practically impossible to cap. Preventing hold / stun / etc is always useful, and mostly short-duration. Recharge, recovery, and regen buffs are always good.
Getting away from the damage aspect, resistance is easily reached, movement easier. -Resistance generally takes more than one debuffer, same for -damage. There is also the matter of control where locked down spawns make for smooth runs.