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Posts
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I honestly don't know why it isn't:
Controller: Control/Buff
Defender: Buff/Ranged
Blaster: Ranged/Control
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Because ranged/control is flipping overpowered.
At the moment its ranged/utility, with some sets being utilized better. -
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Quoted from Statesman's original post-
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I went away from the computer to check on some CoV stuff and *wham* I received 5 or so PM's asking "what is the Blaster's role?"
Answer - Ranged damage.
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Then about 4 sentences later...
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Secondly, I have no intention of removing melee attacks
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Then immediately after that gem...
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it's just a "perception" by some Blasters that some of the Secondary Sets aren't as useful as Devices or Energy Manipulation.
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Take a good close look at that progression states. First, blasters role is ranged damage, your own words. Second, you have no intenion of removing melee attacks... you know, the things that don't define the blaster's role. I'm not saying Blasters shouldn't have any melee attacks, but some sets just have a silly number of them.
Third, you're telling all the blasters that their 'perception' of certain sets is wrong? Kinda like you proved your uber regen build roxxored on your internal test environment, right?
Could it be, I dunno, that the guys who have played their blasters from 1 to 50 'might' have some knowledge on what is an inferior powerset and what isn't? Saying Ice Manipulation is as useful as Devices is like saying Ice Armor is as good as Invulnerability for tankers. It's just not true.
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Some of the powersets have different uses than others, though none is inheriently worse.
I mean, taking a look at the sets...
/elec does more melee damage than /energy, has a hold, drains endurance, has a good damage PBAoE toggle that also drains endurance (and that is what i use it for), and an AoE drain/+endo.
Some of the powers are not as usefull for some primaries, and this is an issue.
/fire is another example, it has nearly no control and no defence. That sucks...
/fire can only be used well with a good team and good defender...
But oh man, with a good team it does damage, and lots of damage, absolutly stupid amounts of AoE damage. It needs activation time reductions is all.
/ice also does lots of damage, as well as having a hold, as well as knockdown and slows.(second power = ice blast every 4 seconds[instead of 9] for half the endurance of each attack!)... -
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I'm not sure which thing it is that you wouldn't be able to fight. Maybe DE with Quartz, but I heard from somewhere that they made them Auto hit..
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You know what you wouldnt be able to fight...
One Single Boss.
Five bosses? bit easier, but only one? 37% defense? have fun.
edit: for those just tuning in, he is suggesting an ice tank with ONLY EA, CE and Hoarfrost -
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Well, assuming you slotted for 6 defs buffs, the cap would be 188%. The hell do you need with 500% defense? As has been said the excess is wasted.
Edited Because I thought of something- Despite the fact that Invuln can get Max resists to pretty much everything, isn't the uber power in that set considered to be Invincible? And isn't EA basically Invicible on steroids? And ice isn't sololy +def, you have -recharge also, about 25% if I recall, and +hp(which stone and Invuln have, but fire doesn't).
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EA is about twice as powerfull as invinc, and works to all types except psi.
However, its capped at 5 enemies, and invinc is not. So with 10-15 enemies around the inv tank has MORE def to melee/ranged than an ice tank. The ice tank has to slot EA well or stack it to get past this.
Now, the other issue is that inv has resistance as well as defence. Ice does not(tough is a power you pretty much need to take). So while Ice can protect from cold attacks (whoooo!) inv has protection form all forms but psi. The other issue is that the ice armours are not strong enough when six slotted and stacked to cap anything but smashing/lethal defence vs +3/4 enemies. Meaning that you need EA to survive. All in all, it makes it very tough against many groups to get the requisite amount of defence to not be flattened when a quartz or lord forbid TWO quartz drop simply because their only method of defence is overpowered. Something that cannot be easily done against the other tank types, and when done, affects ice tankers just as drastically. -
2. Fear changes are across the board. Any power with fear will change from "foe running away" to "foe cowering and not moving."
So they are working like a hold except it wont drop toggles?
While i hate scattering mobs, i think some careful consideration of this is in order.
DA secondary comes to mind, so does the presence power pool.
By stacking those AoE's almost nothing could attack you save AV's/Monsters. Kinda makes the game pointless at that point.