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Posts
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Actually I get mezzed all the time playing devices. I just live through it because there are caltrops and trip mines between me and the baddies.
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Spot on. Arch/Dev is a nice combo. Also keep in mind that long duration damage buffs (red inspirations) also copy to Time Bomb and Trip Mine.
I usually set up one or 2 safety mines and a caltrop patch, then go in and place Time Bomb. I bounce back to the safety area and there is just enough time to drop a second caltrop patch > Aim > RoA.
If you drop RoA on the Time Bomb the pointy sticks and the boom happen at the same time. (You have about 4 seconds when the light on the Time Bomb starts flashing faster) -
Caveat - TD suppresses while mezzed. You'll want extra accuracy in Burst, Slug and Web Grenade since you can use these while mezzed, a near permanent condition against several late game enemy types.
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I use Lightening Clap consistently on my Energy/Elec/Fire blaster "Fusiondebt"
She's built specifically FOR AOE KB and Lightening Clap, Energy Torrent, Explosive Blast, Thunder Strike, and Bonfire are all 6 slotted with Kinetic Crash.
I built the character on a lark because Fusionette is the annoying queen of NPC knockback.
As I played her I found out just how survivable all that KB made her (been nerfed to near oblivion due to KB suppression though). It was fun, above average for survivability, got lots of chuckles and kudos from teammates, and went 1-50 pretty fast. -
Quote:Got it in one. The Toxic resist makes it a +resistance power instead of a "click heal." It's been that way since I9. I doubt they plan on changing it.Whoa....and that's consistant how?
I assume it has to do with the toxic res? But wow i was assuming it worked in healing flames and reconstruction....that suprised me.
Thanks...but now that im curious about other heals....if its unresistable on city of data it wont apply? -
Quote:Well like I said up stream. Its not as bad as some folks make out and most of the issues people have are solvable with tools all ready available (not that I don't want Ice to get a needed buff).-Dmg in Shiver would work nicely. I understand what you are saying Knight but Shiver has a long animation and you have to cast it twice on a mob...and even then they can get off their attacks before the -Recharge really start to shine. It's not a good reliable alpha stopper like Ice slick but even against some foes like Warwolves Ice slick doesn't help with much and Glacier is a bit Risky.
Slotting range in Flash Freeze can prevent an alpha if you slot enough range that you can cast it from beyond mob perception radius.
Casting Shiver as you close takes a good chunk out of their recharge and stacking the slow from AA on top of it pretty much floors even cons and they start to get hit with the confuse. Dropping Ice Slick at the right time wakes the mobs and spreads the alpha out over a few seconds and spreads it to other mobs in the spawn.
Its not as safe as other primaries but it can be used safely if used wisely. -
Quote:Not really. Double stacking means that it caps -rech all by itself all the way to +2s. Add in AA and you are capped vs +4s. Then all they would need to do is make domination affect the confuse duration in AA (and/or put the terrorize back into the dom version) and the set would provide quite a bit more mitigation.It needs more than just -Recharge though and they need to up the -Recharge Values for doms.
It would still be annoying from having to cast shiver every 9 seconds vs +4s but you'd still be in pretty good shape vs +2s and lower. -
Quote:Shiver is easy to fix. Reduce it's recharge to 12 seconds like the blaster version. Shiver is an Ice primary power and blaster its a secondary power and the blaster version is better because its easy to stack even with the craptastic slow sets available.Seeing as ice/fire has been my main for years... I fully agree with this. I have brought it up before but was overshadowed by gravity folks.
Ice control is great... but shiver and flash freeze are very lack luster. Jack Frost finally got much needed love so I am thankful for that.
Flash Freeze should be a very quick targeted aoe ice explosion that instant sleeps/slows enemies. Mechanics wise that is a reduced cast time, possibly improved FX/animation, and no delay/damage tick. This would make it viable to open with and allow ice slick/artic air/glacier to safely be executed from inside the mob.
For shiver... I dunno. Adding a debuff or maybe small damage component would be nice but I still don't think I would use it. If it was a quick PBAoe slow+damage debuff then maybe? I dunno.. dev's could get creative with this though Im sure. -
I have a Fire/FF that runs kind of the same way (except that I use Jump Kick). Bubbled Imps are pretty tough.
Dispersion bubble keeps Hot Feet toggled on even in a mezzing environment and Fire Cages keeps every thing in Hot Feet radius. -
Quote:Not particularly low if you read that specifically as HELD by scrappers and not squirreled away anywhere at all. I take that to mean raw inf actually on the characters.That number seems very low and at a guess would have to involve not fully accounting for all the places where inf can be squirreled away. Especially since scrappers are the most popular archetype and a popular farmer as well.
If that is the case our global inf estimates may be much lower than what is actually present in the game. -
Quote:You remember correctly. The attack did too much damage for a controller secondary and would have been a rather large outlier if they had allowed it to benefit from containment so they removed containment from that power.If I remember correctly, when it was changed from an ally targetted kb power to an enemy centered damage +kd power they gave it significantly more damage than the typical aoe and for that removed containment.
(I could be totally wrong it was so long ago. It could be some kind of pet produced that won't allow containment or something. So if someone else remembers feel free to correct me.) -
Quote:Damage procs - You can soft cap defenses with the -to hit from the Dark AoEs, the defense in Dispersion Bubble, and a few IO set bonuses. You can frankenslot AoE powers and include 2 damage procs. It noticeably speeds up the defender leveling speed.For me, Sonic or go insane from low damage + no appreciable debuffs.
Fair bias warning: my FF/Ice Defender at 50 is one least favorite toons of all time. His main super power is slooowly plinking stuff to death, and then running out of endurance before it actually dies. With villain PPPs around now he can at least immobilize things in his rain powers so they don't just immediately run out. -
Quote:I would give them tanker level mez protection.What I don't understand is the 2nd paragraph. Being "perma mez'd" by a Rikti Chief Mentalist is no fun...I've been there with plenty of toons.
But this isn't something that happens only to Blasters, it happens to every "squishy" that doesn't have a mez protection power in their primary or secondary.
Again in the 1-50 content; my defenders, controllers, dominators (I don't get perma-dom until lvl 50 usually), etc...all get held/mez'ed and they can't do their job.
I'd love it if my kinetics toons could heal while being held, or if my controllers could apply a hold of my own to the mob while mez'ed, etc...
I guess my question is:
So...what would you propose to have Blasters "keep blasting" without giving them a mez. protection power (in their primary/secondary)? At least Blasters can still attack while mez'd.
- Tanks, Scrappers, Brutes, Stalkers all have mez protection. Some of them also have defense which reduces the number of mezzes that land.
- Veats, Heats both have mez protection. Veats also have defenses available that further reduce the number of mezzes that land.
- Defenders and Corruptors (with the notable exception of TA) either have mez protection as part of their power set, have powerful debuffs/and/or defenses that reduce the number of mezzes that land to a mere 5%, or in the case of Empathy/Pain Dom, need not enter combat at all.
- Controllers and Doms can lock an entire spawn down by themselves eliminating incoming mez. Controllers get a weaker version of of the above defenses and debuffs but can stack that on top of their control. Dominators get mez protection when Domination is up which is easily more than half the time on SOs alone.
- Masterminds get Debuffs, power sets with mez protection, and henchmen that take most of the mezzes for them and those henchmen can still fight even if the MM is mezzed.
Blasters get..... defiance. They can use all the powers they have at level 2 provided they are not KB'd. There are several magnitudes of underpowered/under performing in that comparison.
A total of 2 blaster epics provide defense. This defense is Smash/Lethal. There are very few mezzes that are stopped by this defense type. Against even level foes blasters ARE going to get hit by 45% of all mezzes launched their direction. Because of the amount of damage a blaster deals a good chunk of agro is going to be directed at them even on teams.
A perfect example is what my wife and I are doing right now. We are playing a themed team. I am playing a Fire/MM blaster named Adam Bombed. She is playing a Dark/Time Corruptor named Eve Entually. We have duo'd (or had additional team members but we are always together) since creation.
I started playing CoX a year before she did and I average more play hours per week so have more experience playing. We are level 18 now and Lost, Circle, Tsoo, and Arachnos are common mobs that we fight. We are playing on +0/x4 and have been since level 12 (access to DOs).
On a typical CoT map I can easily go through an entire tray of breakfrees and be completely out when we reach the final mission boss. She will need to use 1 or 2. I have (and use) Return to Battle and Inner Inspiration. My wife still lacks these. I eat insps like candy. My wife rarely needs to use any.
She has and uses her AoE attacks. They do less damage but have a built in debuff. I have and use AoEs. They do much more damage but lack debuffs. Even with her standing in front of me (nearer to the mobs) I draw significantly more agro.
At this point in time I have used 1 experienced charge (she has used none). I have logged out in the police station to gain additional XP from the day job (she has not). I am 1.5 bubs of XP behind her with all the above things considered.
Blasters with out mez protection are broken conceptually and mathematically in comparison to every other AT in the game. -
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If you want the safest FF/? as an Iron Eagle I'd recommend FF/Dark (Yes I know it's not a weapon 2ndary). The -to hit from /Dark makes up nicely pre-IOs for low personal defense numbers.
Late game Hover + Soft capped ranged and AoE defense + Tenebrous Tentacles means that nothing gets into melee range with you and since T_T lacks -knock Repulsion Bomb's KD effects still work. -
Here's mine. He's fun but not fun enough to purple out.
He's a Rech focused trapper though and not range def capped.
Spawn 1) From Cover - Safety mine. Move into the spawn drop Time Bomb. Move back to the safety mine. Drop Caltrops. Aim > RoA > Explosive.
RoA, Time Bomb, and Explosive all land at ~ the same time. Spawn is gone (might need a single target attack or 2 on a boss).
Spawn 2) From cover - Caltrops > Safety mine. Move near the spawn ~25 away. Drop another mine put caltrops on it. Return to safety mine. Aim > LRM > Explosive > RoA on forward caltrop patch. Spawn is gone.
Spawn 3) Caltrops > Mine > Mine > Mine > Caltrops. Aim > RoA > Explosive > Fistfull. Retreat to cover. 3 booms. Explosive > fistfull/single target to clean up.
Repeat from 1.
I solo on +2/x6 no issues save the occasional mez.
A couple explanations on the build. RoA is a Pseudo pet, Trip Mine is a Pseudo pet, Time Bomb is a Pseudo pet. These powers do not benefit from Targeting drone because it's pulse duration is too short.
Targeting drone suppresses when mezzed. A common occurrence mid/late game. That means that Snap Shot, Aimed Shot, and Web grenade all need their own accuracy slotting. It also means that for an Arch/Dev TD is a marginal power, hence it's absence from my build. Any time I really "needed TD" I had a yellow insp in my tray and.... didn't need it.
Cloaking device is another skipper simply because it doesn't open up phase shift.
Taser's range is too short. It's pretty simple with caltrops to stack Cryo Freeze ray on a Boss so I don't need it to stack with Stunning Shot.
The only time I ever missed Smoke Grenade was fighting Rikti. It just meant that I used Spawn 2 tactics once and Spawn 3 tactics twice.
For a trapper the old gun drone was better (though I didn't use it even then). Since Gun Drone is an end hog, takes too long to cast, is not a permanent pet, gains no benefit from TD, and interferes with Spawn 1 and Spawn 2 tactics, it too is absent from my build.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Nasu No Yoichi: Level 50 Natural Blaster
Primary Power Set: Archery
Secondary Power Set: Devices
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Snap Shot -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(3), Decim-Dmg/Rchg:40(3), Decim-Acc/Dmg/Rchg:40(5), Decim-Build%:40(5)
Level 1: Web Grenade -- HO:Endo(A)
Level 2: Aimed Shot -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(7), Decim-Dmg/Rchg:40(7), Decim-Acc/EndRdx/Rchg:40(9), Decim-Acc/Dmg/Rchg:40(9)
Level 4: Fistful of Arrows -- Det'tn-Acc/Dmg:50(A), Det'tn-Dmg/EndRdx:50(13), Det'tn-Dmg/Rchg:50(13), Det'tn-Dmg/Rng:50(15), Det'tn-Acc/Dmg/EndRdx:50(15), HO:Centri(17)
Level 6: Blazing Arrow -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(17), Thundr-Dmg/Rchg:50(19), Thundr-Acc/Dmg/Rchg:50(19), Thundr-Acc/Dmg/EndRdx:50(21), Thundr-Dmg/EndRdx/Rchg:50(21)
Level 8: Aim -- GSFC-ToHit:50(A), GSFC-ToHit/Rchg:50(23), GSFC-ToHit/Rchg/EndRdx:50(23), GSFC-Rchg/EndRdx:50(25), GSFC-ToHit/EndRdx:50(25), GSFC-Build%:50(27)
Level 10: Caltrops -- CtlSpd-EndRdx/Rchg/Slow:30(A), ImpSwft-EndRdx/Rchg/Slow:30(27), TmpRdns-EndRdx/Rchg/Slow:50(29), P'ngTtl-EndRdx/Rchg/Slow:50(29)
Level 12: Hasten -- RechRdx-I:50(A), RechRdx-I:50(31), RechRdx-I:50(31)
Level 14: Super Speed -- Zephyr-ResKB:50(A)
Level 16: Stealth -- LkGmblr-Rchg+:50(A)
Level 18: Grant Invisibility -- LkGmblr-Rchg+:50(A)
Level 20: Phase Shift -- RechRdx-I:50(A)
Level 22: Explosive Arrow -- SBlastersW-Acc/Dmg:50(A), SBlastersW-Dmg/Rchg:50(31), SBlastersW-Acc/Dmg/Rchg:50(33), SBlastersW-Acc/Dmg/EndRdx:50(33), SBlastersW-Acc/Dmg/EndRdx/Rchg:50(33), SBlastersW-Rchg/Dmg%:50(34)
Level 24: Combat Jumping -- LkGmblr-Rchg+:50(A), Winter-ResSlow:50(34)
Level 26: Stunning Shot -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(34), Stpfy-Acc/EndRdx:50(36), Stpfy-Stun/Rng:50(36), Stpfy-Acc/Stun/Rchg:50(36)
Level 28: Trip Mine -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(37), Oblit-Dmg/Rchg:50(37), Oblit-Acc/Dmg/Rchg:50(37), Oblit-Acc/Dmg/EndRdx/Rchg:50(39)
Level 30: Stimulant -- EndRdx-I:50(A)
Level 32: Rain of Arrows -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(39), Posi-Dmg/Rchg:50(39), Posi-Dmg/Rng:50(40), Posi-Acc/Dmg/EndRdx:50(40), Det'tn-Dmg/Rchg:50(50)
Level 35: Time Bomb -- Oblit-Dmg:50(A), Oblit-Acc/Rchg:50(40), Oblit-Dmg/Rchg:50(42), Oblit-Acc/Dmg/Rchg:50(42), Oblit-Acc/Dmg/EndRdx/Rchg:50(42), M'Strk-Dmg/Rchg:50(43)
Level 38: Aid Self -- Dct'dW-Heal/EndRdx:50(A), Dct'dW-Heal:50(43), Dct'dW-EndRdx/Rchg:50(43), Dct'dW-Heal/Rchg:50(45), Dct'dW-Heal/EndRdx/Rchg:50(45)
Level 41: Body Armor -- S'fstPrt-ResDam/Def+:30(A), ResDam-I:50(45), ResDam-I:50(46)
Level 44: Cryo Freeze Ray -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/EndRdx/Rchg/Hold:30(46), BasGaze-Acc/Rchg:30(46), BasGaze-Rchg/Hold:30(48)
Level 47: LRM Rocket -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(48), Posi-Dmg/Rchg:50(48), Posi-Dmg/Rng:50(50), Posi-Acc/Dmg/EndRdx:50(50)
Level 49: Invisibility -- LkGmblr-Rchg+:50(A)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 4: Ninja Run
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(11)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I:50(A), EndMod-I:50(11)
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Quote:To be honest a "bolt of force" that flings things as far as it does yet does virtually no damage seems to be a non sequitur.Scale 1 damage for force bolt was exactly what I've been suggesting too. I'm not too big on debuffing being added to force field, but only for conceptual reasons. My ideal conceptual vision of force fields is defense buffs, knockback/down, and damage.
Also any bolt capable of doing that "should" be able to crack armor (res debuff) and disorient its target. -
Quote:Looks much better. Also its 44.7 S/L but you get the -to hit debuff from smoke that will put you over the top as long as you remember to renew if the fight lasts more than 60 seconds.
44.7 S/L
Perma Hasten and perma Dom
What do you think guys ?
I'd switch the performance shifter out of Stamina and Slot a Miracle in health instead. -
Also /unsigned.
Repulsion bomb is fine. If anything at all needs some love it would be force bolt. Scale 1 damage and a hefty -res debuff for hard targets would be my suggestion. -
Quote:No you don't. You are as far away from "get it" as it is possible to be and still be in this plane of existence . Tank implies defense and resistance. No one is asking for that.OK so people want blasters to be tankmages I get it. Not going to happen...but I get it now.
We just want to be blasters and be able to keep blasting. Being a damage dealer and being unable to deal damage in mid/late game content is pretty counter intuitive (for some at least.) Playing the game is fun. Sitting at the keyboard perma mezzed and having a total of 3 powers you can use while the other non-blaster members of the team continue along as if mez didn't exist is not fun. -
I had thought the same thing would be a good idea. It would also have the potential to reduce the suckiness of blaster Elec/ and Psi/ by giving some AoE choices that they lack now.
Additionally the devs could give us primary/secondary power selections in the places that none exist now (Level 24 and 30) also increasing the pool of choices. The caveat would be that the devs need to mention that players are no longer intended to take ALL powers from primary and secondary.
Oh, and Malta/Wild West animations for Dual Pistols...... -
I can't pull your build up on mids but I can make these comments for you:
1) Stone Spears - Use the Decimation proc. Take the Devastation proc out. You won't need it as a perma dom but the extra damage from the Build up will come in very handy. You can save a slot here by taking the Devastation proc out and substituting the Decimation proc for the Acc/End/Rech.
2) Fire Cages - slot it up or leave it out of the build. It is not accurate enough to leave it with one slot and it will suck your endurance right down. It is pretty end intensive if you cast it frequently. There are 2 schools of thought on this one.
If you leave it in 6 slotting enfeebled operation gives you a bit of recharge and S/L defense and you'll want to 6 slot hot feet with multistrike.
If you leave it out then 6 slot hot feet and franken slot it for effect Tempered readiness Acc/End and Dam/Slow, Pace of the Turtle Acc/End and Dam/Slow, Multistrike Acc/Dam/End and Dam/End.
3) Your single target attacks with 4 or 5 slotted Kin Combats - 5 slot and use either a melee Acc/Dam or a HO nuc. Kin Combat isn't accurate enough without going outside the set for an enhancer. (For Seismic Smash 5th slot could be a HO endo)
4) Smoke - Skip it or slot it. You don't need it for the -perception unless you are fighting Rikti since you have a Celerity Stealth in Super Speed. 4 slots and Dark Watchers will get you more global recharge.
5) Hot Feet - Oblit will kill your blue bar. 6 slotting Multistrike will get you the end red you need (it has really good end red numbers) and still give you a bit of S/L defense.
6) Power Boost - If you are going to take it then take it and use it. 2 slots with level 50 rech IOs please!
7) Tough - I'm assuming its a set mule since you can't afford the end to run it as slotted. I would 5 slot it (6 if you can get a PvP +def IO) 4 reactive armor for the S/L def and the Res/Def.
8) Weave and Frozen Armor - You can save some slots by going with 3. LotG +7.5, LotG Def/End, and LotG Def/End/Rech is good enough. A 4th slot in Frozen Armor for the LotG Def enhancer would be good though. (I usually use the LotG and 2 Cytos in Frozen Armor)
9) Imps - Play style choice for me. As a Dom you don't really need the extra damage. Sharing agro can be good but these hyper little gits are usually the reason that you have extra agro in the first place. They are also a bit too squishy for my taste in high level play.
10) Sleet - slot it up please. MOAR recharge.
11) Ice Storm - Slot it up or grab a one slot wonder power instead (Like Stealth for another LotG +7.5)
With Perma Dom you won't need all the single target attacks especially since you'll want to throw Char and Stone Spears (if you put the Decimation proc in) every time they are up for the chances to proc.
Also Power Boost + Flash Fires when Domination is up will last until that combo recharges again when you are a perma dom. It will be your staple opener. Cinders will be a panic button power or your 2nd spawn opener if you kill every thing before PB and Flashfire are up again. -
Yes I did. No where in the OP did he say he wasn't willing to try Fire/Kin again nor did he have anything negative to say about it other than he deleted at level 20. Since this was his final comment....
I gave him my thoughts.
Have you played a Fire/Kin? You can't give up at level 20 you don't even have SOs yet, of course it's going to suck if you don't build and play to the strengths that the combination has at that level.
I'll be willing to bet that it was pre-inherent fitness too. Another early level negative issue about that combo gone.
Of course I thought that was pretty obvious to everyone... apparently not.
I'd still recommend that he give it another go and stick with it till he has fulcrum shift 4 slotted at level 39. -
Quote:Clarion makes a huge difference in blaster performance. It "should" be part of the blaster power set.So we should balance the AT inherent based on the premise that all Blasters will be getting Clarion?
I'm not saying for the devs not to take it into consideration but to say, "well from lvls 1-50 you'll stink but once you get Clarion (insert x, y or z incarnate power) you'll see that the AT inherent is awesome!"
To be honest, I don't play Blasters that much; mainly because they're so boring to me (they're "just damage"). I do have 2 lvl 50 Blasters (and 1 AR/Dev in the making) so I do have some experience with 'em.
I'll agree that a mezzed blaster is boring but they are most definitely NOT "just damage." Playing a blaster as they currently are is an art form akin to running along a razor sharp wire. Tip one way or the other and its game over. Stay on the wire and shred your feet but at least you succeed.
The problem with all of the above? Only VIPs can access Clarion and playing a basic AT well should be something that takes you a few weeks at most to learn rather than a few years.