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Quote:Inspiration cascade will be your friend. As long as your tray has about 8 open spots when you nuke at the target cap it should fill you all the way back up.My only worry with dark is that i'll have no other form of protection. I'll be going HIGH recharge to get the nuke up as often as possible, so toggles are out of the question. Aside from that, the only midigation dark has is it's stuns. Psy has the ungodly regen of drain psyche, and with perma hasten i'm like 3 seconds shy of perma.
It's also worth noting that Blackstar from Dark/ has -35% enemy to hit debuff that lasts for 20 seconds and will actually work on the stuff that it hits that survives the nuke. All you need is 10% defense to all positions and you should be relatively safe until you can recover again if you happen to hit less than 7 targets with DP.
Hmmm might have to do a 2nd build for my Dark/Mental/Elec and go with Dark/Mental/Fire...... -
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Quote:For a quick snap shot, check your friends list. Typically about 1/2 of my friends are solo while the rest are in teams that average about 4 members.Depending on what you mean by "anywhere near" I believe its extremely likely that solo play is about as common as teamed play, on a player-hour basis.
It cannot be exceptionally uncommon, that much I'm certain of, or certain things would not be true that are true about the way the devs manage and balance the game.
My friends on Freedom are teamed more often than solo. My friends on Triumph are solo more often than teamed. My friends on Justice are split about evenly between solo and teamed. -
Quote:That's calling the strawman yellow. Any needed fixes for soloing will be just as valuable while teamed. What you really want is for the blaster to be a damage deity and AT balance is getting in the way of your desire.Strawman. I never said they shouldn't make sure blasters can solo more effectively. I said I want them to team more effectively as well, and that because teaming is (probably) a lot more common than soloing, fixing teaming problems should be higher priority than fixing soloing problems. I'll state again though, that I DO want blasters to be able to solo effectively. I just want them to be effective on teams MORE.
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/e raises hand.
Dreadful Wail and Psychic Wail both have 11.92 second, mag 3 stuns. They should be mag 4 and 20 seconds since the only things likely to survive them won't be affected by mag 3. -
Quote:The -recovery value in Inferno and Nova is -1000%. With ED capped recovery in Drain Psyche you need to hit 7 or more targets to negate the crash. Which is doable though not optimal.So after playing around on my energy blaster, spamming nova whenever it was available. I really came to appreciate the standalone power of a crash nuke. They hit hard, and look fantastic. I've decided to create a blaster centered around the crash and burn play style. I'll light em' up, wipe em out, and if they get me. I have RoTP 5 slotted to hit them back with 800 points of damage
Now I'm debating between energy/fire as a primary, and dark/mental as a secondary. Energy would be simply for the awesomeness that is nova. Fire for the raw damage.
The toss up between dark and mental...well that's where i need some help.
I need to know if drain psyche will work well in counteracting the crash of say nova, or inferno? Like if i were to activate it before nuking would the -recovery be overpowered by the +recovery of drain psyche? If not, my only options would be /dark (for dark consumption) or Ageless (which i know can counteract a crash)
If you decide to go with a secondary other than /Mental may I suggest /Elec? Power sink has a base recharge of 60 seconds and is autohit. With ED capped end mod slotting you only need 2 targets to completely refill your blue bar even discounting the Catch a Breath that you had to pop post nuke to get enough end to activate Power Sink.
Edit - also don't forget to include Burn Out in your plans. You can nuke, die, RotP, burnout, and nuke again.
Edit Edit - I just got the chills looking at mids. Sonic/Elec/Fire. Open with Sirens > Char on a boss > Shocking Grasp on that boss for lock down > Screech on any other boss that may be there > Amplify > Build up > Dreadful Wail. Anything that survives will be stunned or still asleep and Power Sink won't wake them up or unstun them.
/e starts planning his own Sonic/Elec/Fire/Burnout nuke monster. -
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Quote:To quote someone, "This just seems selfish."I think this kind of goes to the core of our disagreement here. You clearly want improvements that will make blasters easier to solo. I couldn't care less about that. I don't play this game to solo. 90% of the time I'm playing, I'm on a team with at least 6 people. Generally on a team that size, I can survive okay. Maybe not as well as a scrapper or brute, but it's not like I'm dying constantly. What I really want is for my impact on a team to be felt more. I don't want to be interchangeable with every scrapper or brute. I want there to be a fair tradeoff to playing a blaster. I want the team leader to say "Okay, it will be harder to keep the blaster alive than a scrapper or brute, but the blaster will do a lot more damage".
Actually I want blasters to be able to both solo and team effectively. On a well balanced team they do "ok", solo they don't have the tools. Giving them the tools to solo isn't going to harm them on a team. Since not all players play on high pop servers, or live in time zones where teaming is convenient, this is the item that should get the highest priority since it is the very reason that blasters are no longer the kings of damage. The other "non-soloable" ATs have been given the tools to solo (in their case it was damage) and marginalized the blaster.
Quote:I do realize that the devs have mostly tried to make sure soloing was a valid option as well, but this is still primarily a multiplayer game, and I feel any fixes should be focused primarily on the multiplayer aspects of it.
- CoV and the release of the "self reliant" "villain" ATs.
- The solo-ability buffs all "hero" ATs except blasters were given.
- PvP changes that took the focus of PvP away from team tactics and base raiding and turned it to solo tactics and zone play.
I can't really agree that this is "primarily" a multiplayer game anymore since (with the addition of the new DA content) you can do practically every thing and earn almost all available awards by soloing. The only things that come to mind that you have to have help with is a few simul-click glowie missions, TF commander accolade, and the SG base beacon for RWZ (which kind of flies in the face of having an SG in the first place). I was going to say Hami-Os but the market lets you get those without ever doing a Hami raid, STF or RSF and there are players soloing the STF and the RSF in any case. There are even people that can, with the advent of incarnate powers, solo all the pylons in the RWZ before they regenerate and drop the shields on the ship so they could get the beacon.
Quote:I'm not saying it should. I'm just saying that "Giving blasters mez protection and nothing else is good enough for me, so by god it should be good enough for everyone else too" is a selfish argument, and isn't likely to convince a lot of other people.
Throwing more damage at a blaster has about as much chance of fixing blasters as jogging through New York's Central Park at night has of improving your overall health.
Quote:Uh huh, which is why I've repeatedly said that blasters should get survivability buffs as well as a damage buff. I just don't want survivability buffs instead of a damage buff.
If you are advocating fixing the roof, windows, and insulation first and then putting a nice coat of paint on the house and planting daisies out front if there are any resources left I am in complete agreement.
Quote:If you look at the 4 melee archetypes, they sit on various points along two spectrums, damage and survivability. If we say the high end of those spectrums is a 10, and the low end is a 1, then for survivability, you have tanks sitting at 10, brutes at maybe 8, scrappers at 7, and stalkers at say 6. For damage, you have stalkers at 10, scrappers at maybe 9 (I realize stalkers may not be higher damage than scrappers, but bear with me), brutes at 8, and tanks at 6 or so. For the most part, the archtypes are balanced, because tradeoffs are fair. For any given archetype, the higher they are on the survivability spectrum, the lower they are on the damage spectrum. If you add together the damage number and survivability number for each archetype, you get 16 for each one, meaning they're pretty well balanced.
Now if we add blasters to that spectrum, They sit quite high on the damage spectrum. Probably a 9 or 10. On the survivability spectrum though, they sit at about a 2, maybe a 1. So the combined number for a blaster is 10-12, well below the other archetypes, meaning blasters aren't balanced with them, as everyone is perfectly aware.
So if we're going to fix blasters, we need to bring them up to a 16 somehow. You could leave their survivability at 1 or 2, and bring their damage up to 14 or 15. That's very unlikely though, and may not even fix the problem, since you'd still get mezzed a lot, and die frequently. So overall that's probably not a good fix. You could also go to the opposite extreme. Leave their damage alone at 9 or 10, and bring their survivability up to 6 or 7, on par with a stalker or scrapper. I think that's just as unlikely, and I don't think that's a good solution either, since other than having more ranged and less melee attacks, I'm not sure the blaster would play much different than the stalker or scrapper. And then there's the combined approach. Bump the blaster's damage damage up a modest amount, say to 12, and bump their survivability up a modest amount as well, say to 4. Then you have an archetype that is to scrappers as scrappers are to tanks. They'd be more survivable than they currently are, but still less survivable than the melee archetypes, but there would be a reward to balance out that risk as well. They'd do more damage than the melee archetypes. And that I feel is the best solution to fix the issues with blasters.
If a tall structure is unstable you can't make it more stable by adding height to it. You have to broaden the base or increase the structural support first. That's the priority and it should be where our attention is focused. -
Quote:That's because numerically they don't. Blaster don't out damage them and don't have anything to make up for it.I'm not sure about most people. That doesn't apply to me though. I mainly play my blasters on large teams. I don't spend an appreciable amount of time mezzed, and I die infrequently. And despite that, I can't conclusively say that my blasters outdamage brutes or scrappers on the team by an appreciable amount.
Quote:I just can't see that ever happening. While there have certainly been changes made to archetypes over the years, none of them have strayed too far from their core concept. And like it or not, blasters' core concept is the glass cannon. I don't see them ever getting rid of the glass part of that. While blasters may see some minor increases in survivability, I can't imagine it ever even approaching the level of melee archetypes.
Glass cannon. That gets bandied about so much that I am quite frankly sick of it. The entire idea is absurd. NO one would ever cast a serious cannon out of glass. It's not even reasonable think of it that way. Besides which, who ever heard of a cannon being locked into place by a wussy little ring of fire? What cannon isn't going to fire if you put ice around the outside? What chance does a mind control ray have of putting out the fuse and stopping the cannon from going boom? Contrary to the bugs bunny cartoons, sticking your finger in the barrel of a gun doesn't prevent it from going off nor does it make the gun explode.
You know what adding damage to it makes it? A glass howitzer. You know what the problem is? It's still made of freaking glass!
Glass cannon goes hand in hand with the other equally false platitude of range = defense. Range only equals defense if you have a ranged advantage. The blaster doesn't have that advantage, the mobs do. The blaster can't even keep the mobs at range to preserve that fictitious advantage. Only Dark Blast and blaster PPPs have the tools to attempt that, they are both fairly new additions, and they don't have enough range in those powers (excepting Mace mastery) to succeed.
The other famously ridiculous thing is Jack and the "just ask the defender not to heal you" stupidity of D1.0.
The real problem is that the devs can't come up with a working core concept for blasters because the cannon you can break easily is not a cannon, it's cannon fodder.
The other metaphor that I really need to bring into the discussion is this.
The tanker AT used to be a Bradley Armored Fighting Vehicle - now it's an M1 Abrams.
The scrapper used to be the 2000 pound bomb - now its a 2 megaton nuclear warhead.
The controller used to be a tax collector - now it's the entire IRS with the secret service and US Marshalls thrown in gratis.
The defender used to be a shield wall and blood letters - now it's the patriot missile system, MRIs and micro surgery.
The blaster is still a cannon.... and it's not even cast out of Bronze or Iron.
Quote:I disagree with this. Blasters need increases in both survivability AND damage to become competitive. And I think the game's design philosophy makes it more likely that we'll see the damage increase than the survivability increase.
Quote:This just seems selfish.
You know what isn't fun? Being defeated. Repeatedly. Especially if you equate it to losing as I do. Being defeated on this AT more than any other AT. Having to repay more debt than any other AT I play. Having to return from the hospital more than any other AT I play. Having to stand there stunned, held or slept more often than any other AT and and for longer than any other AT and not having the tools to prevent it proactively or fix it reactively in my powerset. Being able to use 3 powers while mezzed when all the other ATs I play get to use all of them because they rarely get mezzed in the first place.
Notice that nothing in the unfun list has anything to do with lacking damage. I think that it is a pretty reasonable conclusion that adding a little damage or even a moderate amount of damage isn't going to solve any of the not fun issues. Especially when mez and defeat prevent you from using increased damage. It might reduce the issues slightly but it can't solve them.
Quote:I'm focused on the damage side of the issue because to me that is where the problem lies. Yes, melee archetypes can do comparable damage to a blaster with much greater survivability. But blasters always have been, and have always been intended to be, high-damage, low-survivability archetypes. I wouldn't mind so much my blasters being harder to keep alive than my scrappers IF they did more damage while they were on their feet.
Quote:And I don't believe that the devs will bring blaster survivability up to the level required to balance them with melee archetypes without a damage buff as well.
Quote:And as I've mentioned before, I don't want a damage buff BECAUSE it will increase survivability. That's icing on the cake. I want a damage buff to make up for the lack of survivability. -
A tray full of purple insps can make the mission trivial without buying a thing.... as long as you know it's coming and can prepare.
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Quote:Blaster dead and boss at 2/3s health or blaster dead and boss at half health instead. The problem is still blaster dead. I don't care one way or the other if the devs give blasters enough of a damage buff to put them head of scrappers. What I do care about is getting the blaster enough mitigation and mez protection to adequately use the damage they all ready have.These are valid points, but I didn't feel the need to account for them because you won't change. Those things are all true now. And they don't change the fact that a modest damage increase will still have more of an effect on the kill speed of bosses than it will on lower ranked enemies.
I'm of the opinion that most of the people that think blaster damage is too low spend most of their time mezzed or dead. The former reduces damage output to a pittance (especially in comparison) and the later reduces damage output to 0.
I just want to be able to use the damage I all ready have continuously just like all the other damage ATs get to do. I think I have enough damage as a blaster if I don't have to pop a rescue power, "bravely" run away, hoard purple insps and break frees instead of converting them to reds, or waste tine returning from the hospital.
Quote:I'm not arguing that blasters shouldn't get survivability boosts outside of a damage boost. I'm saying they should get a damage boost in addition to boosts in survivability. My reasoning is pretty simple too.
Quote:Most of the melee archetypes (barring tankers) do comparable damage to what blasters can do. Logically then, in order for blasters to be balanced with melee archetypes, they'd need to have survivability on par with them. And I really can't see that ever happening. It smacks too much of tankmages, and for good or ill, that concept seems to be considered unacceptable in this game. And even if they did decide to do it, I'm not sure I'd want them too. I like the glass cannon concept, but I want to actually BE a glass cannon, rather than a paper mache shotgun.
Quote:So since they probably aren't going to buff survivability enough to bring blasters in line with the various melee archetypes, the next best thing would be to bring survivability up somewhat, and bring damage up as well.
I know what point my survivability changes from adding raw damage. It's the point where I have 3 or more small red insps active and some of that (perhaps even much of that) comes from the faster rate of receiving insp drops by killing quicker. I can't see the devs buffing blaster damage by 75%. -
Quote:Mob hit points by rank usually increase in a regular progression. ie: a minion has 500, a lieutenant 1000, and a boss 1500 for example.I disagree with your premise here, particularly the bolded part. I mainly disagree with it because not all enemies present the same level of threat to a blaster. Barring a few specific enemies maybe, minions are much less of a threat than bosses. And because of the way hit points scale based on rank, damage buffs become more effective at lowering the number of attacks required to drop an enemy as you go up in rank. A 25% damage buff might not change the number of attacks required to defeat a minion, but it would certainly lower the number of attacks required to defeat a boss. And since bosses are considerably more able to kill a character than minions are, that would certainly have a positive effect on survivability.
BUT they also con in a linear progression. So in one spawn the minions may all be white, the lieutenants will be yellow, and the bosses orange. That means that rank also applies the purple patch which means that progression isn't linear anymore. It might take 3 shots to kill a minion but instead of the 6 you would expect to need to kill a lieutenant it takes 7 and instead of the 9 you might expect it to take to kill a boss it takes 11.
Another thing that also isn't being taken into account in your reckoning is that higher hit points totals means that when a higher ranking mob gets a tick of regen it heals for more HP. That can up the required number of shots by another one based on rank especially if the animation times of your chosen power set are lengthier than a more optimal power set.
You have also forgotten to account for higher ranking mobs having a larger selection of powers. They do more damage per unit time and are more likely to have mitigation powers and ALL mobs that are ranked boss and higher are essentially immune to a single application of what ever hard control a blaster may have available.
There are several boss types in the game that have the ability to 2 shot a SOd blaster in melee range and some of those powers have the chance to apply a deleterious secondary effect to the blaster, like mez, further reducing the blaster's ability to survive and sharply curtailing what attacks that can be used and how much damage output the blaster has. Most blasters can't exchange blow for blow and expect to live.
This is the main reason that I believe blasters should have dependable mez protection either as part of their inherent or part of their secondary (or better yet in both) -
Quote:Problem with your reasoning is that mob damage output is binary. If the mob is still alive even by 1 HP it still does full damage.Not true at all. When buildup is active, I do roughly 300% of base damage for the power (100% base, +100% for buildup, +100% for slotting). When buildup isn't active, I do roughly 200% of base damage. Buildup being active one third of the time means on average I would do roughly 233% of base damage. So going from buildup active a third of the time to buildup active all the time would mean my damage increased roughly 30% over what I normally do. That's a long way from a three-fold increase in damage.
I realize this, and even mentioned myself that these characters were pretty high on the performance spectrum.
Nowhere did I say that blasters need to be able to do that kind of damage all the time. I was simply countering the hyperbole that was posted as an argument not to buff blaster damage. While I feel that blasters need a damage buff (among other things), I don't think it needs to be that large to make them competitive. There's a lot of room to work with between the damage an average blaster does and the damage a purpled-out, fully-incarnated dark/shield scrapper does. The former shouldn't equal the latter, but I think it could be moved closer without hurting anything.
To buff blaster survivability with damage output you need to increase damage out put in such a way that it takes 1 less shot to defeat EACH mob 100% of the time. If a 25% buff to damage doesn't reduce number of shots required it looks like a buff but doesn't function that way since it still allows the mobs to put out the same amount of damage in the same time which is still going to kill the blaster before the blaster can kill the spawn. (Teamed is a different situation since there are other ATs playing with differing damage outputs.)
The amount of damage buffing required to get to that point is high enough that the devs probably won't even consider that as an option. That's what I mean by glass ceiling, the devs won't promote blaster damage high enough to increase survivability with damage, because it looks too high (and is too high when you switch to a teaming situation).
The next option would be to reduce the time that it takes the blaster to cast the number of shots required to defeat a MOB. It would have to happen in such a way that the blaster can cast the required number of attacks fast enough to reduce the number of attacks the mobs get to use by 1. That means speeding up all the animations of all the powers in all the blaster sets while keeping the animation times the same for all other AT that share the powers. That is far too much dev time and probably won't fly because of the way that might affect the other ATs.
That leaves reducing the amount of incoming damage and mez that hit a blaster. Traditionally the way to do that is by adding resistances, defense, and mez protection something the dev mind set is against and lots of the player base too with the ZOMG, no tank mages, BS that gets spouted all the time.
That leaves us looking for a solution by creating a 4th option since the first 3 are off the table. -
Quote:It was right after Rad came out for blasters. Burn was still broken and to be honest I haven't checked the numbers on it since it got fixed.This surprises me a bit (combustion in particular, on the rad/fire). I'm a bit surprised that combustion beats irradiate or neutron bomb, never mind burn and fsc... I guess, it has higher dmg (and radius), though also a much higher cast time. Do the numbers change if you do your attack chain in a different order? What attack chain are you typically using?
edit to add: my point of reference for solo is a rad/mm, where I smack a boss a few times while stuff bunches up up, use my aoe immob, hit aim & bu, then irradiate - neutron bomb -psw. The last two attacks hit at the same time. my rad/fire mostly teams, and I respec'd out of combustion. typically i wait for stuff to bunch up for a sec, then dive in and irradiate - n. bomb - fsc - burn. on most teams stuff is dead too fast, i rarely get to drop burn. i run hot feet on the rad/fire, but haven't run hero stats on it (due to it mostly seeing team, not solo, action).
At first It wasn't possible to go red side to get a PPP. Back then my attack chain was Neutron Bomb > Aim + Build Up while moving in > Irradiate > Combustion as they were swarming me to give it time to inflict its DoT and then FSC as they were starting to spread out.
When I respecd I took only PBAoEs on this blaster (even my judgement power. I went with Void). I target a boss. Web Envelope > Ring of Fire > Aim + Build Up while jumping in the middle > Irradiate (it has an Achilles heel Proc) Burn > FCS > Combustion. I go from smallest radius attack to largest now to try to maximize damage. The ones i miss with Web envelope are trying to get away but are still in the radius of each consecutive attack. Single target attacks or a couple more ticks from Hot Feet finish off what little of the spawn is usually left. -
Quote:I was actually thinking of suggesting that. Would make thematic sense that they take longer to get up because they are woozy, battered and bruised.KB is not really a mez, but it is an example of an effect other than damage in which enhancing its strength increases magnitude not duration, and thus power boost, when it used to boost it, would boost KB magnitude and not duration.
Incidentally, no dev has ever admitted to me sticking a KB with duration into the game to see what it would do, even on the dev servers. I would. -
Quote:It used to boost KB magnitude.......To be specific, power boost increases the strength of the controls. Nearly all control *powers* are designed to increase their duration when their strength is increased.
Its theoretically possible for power boost to increase magnitude, if the power was designed that way. But no player power really is at the moment though.
The rule is: whatever an enhancement would do to the mez effect, power boost will also do. Its not baked into power boost to only boost duration. Its a good rule of thumb that power boost only boosts duration *today* but that could theoretically change one day. Unlikely, but possible. -
Quote:On my list of mez durations compared to patrol hours my character that has the highest mez length is an Energy/Elec/Fire named Fusion Debt. Energy Torrent, Explosive Blast, Thunderstrike, Lightning Clap, and Bonfire are all slotted FOR KB (each is 6 slotted with Kinetic Crash). The reason her %s of being mezzed are so high is because she survives while mezzed longer than any of my other blasters because she is hovering over Bonfire.That depends. Are you trying to see how good it can get, how bad it can get, or what the average likely is?
How good can it get? Sonic/Mental. Sleep, drain, repeat. Probably good performance right from the start, and on up through leveling. Sirens Song at 18, Drain Psyche right on cue at 20.
How bad can it get? Electric/Fire. Very little mitigation against typical leveling targets (drain is not an effective mitigator against minions and Lts usually), without the bonus of ranged fire offense. I think its the death trap of Blaster combinations for all but the most experienced players.
What's the average? Probably something like Rad/Electric or Psychic/Ice. Decent primary and decent secondary, no wild synergies or conflicts. Rad/Electric is the more balanced ranged/blapper. Psychic/Ice is a more ranged melee-avoidance combo.
For the average, sticking with the Energy Blast primary I would go Energy/Ice, or Energy/Electric. For the best case, Energy/Mental or Energy/Dark. For the worst case, Energy/Fire. Good luck making Fire work with Energy.
She's still vulnerable to taking too much damage over time and all mez does is reduces her kill speed (and therefore her offensive mitigation) so she spends more time alive but mezzed and doesn't suffer a hit point crash as fast as the others.
It actually works fairly well because her mitigation (Bonfire) remains intact even while mezzed which is pretty unique in blasterdom. -
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I went Nerve. The additional Accuracy helps the AoE controls and it also increases the duration of Confuse and Hold Effects both of which I found useful.
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PB only increases duration of the controls not the magnitude.
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Quote:Additionally the Avoid in Hot feet means that Blazing Aura is only going to do 1 tic of damage, if that, before the mobs leave melee range.I guess I could've been clearer. I have nothing against burn or hot feet, just blazing aura. It has the same radius as burn, smaller radius than FSC, and just doesn't do enough dmg to justify its end cost. Anything close enough to get hit by blazing aura is going to drop pretty quickly to burn and FSC, blazing aura doesn't get much of a chance to deal dmg.
To each their own
I checked with Hero stats on a Fire/Fire Dom and on my Rad/Fire blaster. Hot feet and Combustion do the lions share of damage at 4 player's worth of mobs and higher (My guess is due to the radius), followed closely by FSC. Blazing Aura is absolutely pathetic with Hot Feet running and merely "low" with Hot Feet off.
I'd recommend going red side to get mace mastery. You can pick up Scorpion shield which is much better than Frozen Armor and you get Web Envelope which you could slot with the Enfeebled Operation set instead of Ring of Fire. Web Envelope is a TAoE immob. It has 20 second base recharge and a range of 80 feet. You can really leverage Hot Feet, FSC, Combustion, and Burn with that power. -
Quote:I actually tried this in my Sonic/Ice blaster. I had the EC chance for heal in Shriek, Scream, and Shout. I also had the Sandman chance for heal in Sirens and in Frozen Aura (It checks per target in those powers and can proc multiple times per cast). Even in this most extreme case Aid Self was measurably better and I switched all the healing procs out when I respec'd.I presumed you could understand. By having more life in and after a fight, then the only outcome is that you have less downtime outside of a fight.
Knight, i find the proc pretty useful for my Huntsman, when he has no ways of green bar sustenance other than greens. When Single Shot has an animation of ~1 sec and an activation cycle of ~1-1.5 secs, while Burst has almost the same animation time for ~2-2.5secs cycle time, without going into the maths, the numbers that you have provided seem way better.
For some ATs and powersets, i can agree that this proc should not be very useful, especially if you have a heal of some sorts. But, depending on your build, it can be useful in its own way. -
I use it on adds before they arrive in the carnage zone. It doesn't get used often but it has a purple sleep set in it to make up for that.
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Quote:I ran the calculations on it once. If you slot it in your tier 1 attack and fire it every 4 seconds for a minute it will proc an average of 1.5 times and heal you for about 90 health total. With base hit points for a blaster that's equivalent to 7% regeneration BUT if you have the plus HP accolades and a truer idea of how often you fire your tier 1 it works out to about .75 procs per minute.Yeah? Well, i beg to differ. If you have a lot of single target attacks and sets that give their best bonuses up to 5 pieces, and don't know what to put in the 6th slot, having a built in heal helps insanely, both inside and outside of a fight. Less downtime means you are clearing the content faster!
That's 45 HP out of 1445 in a minute or about the equivalent of 3% more regen at the cost of a power slot. (ie: definitely not worth it). One thing worth noting though is that blasters can fire their tier 1 and 2 primary and their tier 1 secondary while mezzed. Sleep is a relatively common Mob mez power and sleeps break when the player is damaged, healed, or moved out of position. Since the EC proc is a heal and not regen it will occasionally fire and break a blaster out of sleep. The times that occurs is still relatively low and leaves the proc in the not really worth it range. -
Quote:Not really, there is a glass ceiling for damage. Blasters are near it. Getting enough damage to make up for the lack of survivability would push us far over that ceiling. The amount of damage required to give the survivability comparable to other ATs would mean that we'd be one shotting minions, 2 shotting lieutenants, and 3 shotting Bosses.It's really just the same problem stated the other way around. The idea behind blasters is that they give up survivability in return for damage. Currently, the amount of damage they do does not justify their lack of survivability. It can be fixed by increasing either one, or both, but something needs to change.
The problem can't be solved by increasing blaster damage without breaking the game. That means that other things are needed instead.