- Blaster secondaries make use of the exact same powers from controller/defender control & support sets, as well as tanker/scrapper/brute primary/secondary powersets and the rest are derived from identical Blast sets in the Dominator/Defender secondaries... so, in effect, they are a mix of damage, mitigation and support, and are classified as a "support" secondary, which can pretty much cover all of the above. also, for the most part, blasters have no problem staying in melee at nearly all times, with the right power choices... you can't go skipping required survival powers in your sets!
Quote:
Originally Posted by Samuel_Tow
Obviously, a Blaster CAN spend bursts of time in melee with the right inspiration use, but not scrapping all the time every time in every fight for its entire duration, which is what you WOULD need to do if you wanted a damage aura to have a point as a damage-dealing power.
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I'd say I spend a good 80-90% of my time in melee on my blasters, doms, corrs and trollers... about the only time I leave melee range is to 1) set up a cone attack, or 2) things are getting too hot and I need to back off a bit.
The latter of those 2 things will happen to most every AT, including tanks, and will happen whether you're solo or on a team.
Quote:
Originally Posted by Samuel_Tow
You're counting a lot of things here that you shouldn't be. First of all, I don't recall saying that what Blasters lack is high-level melee POWERS, but rather high-level melee ATTACKS, and that's true.Total Focus is the only real one, and Shocking Grasp is about a half-way attack in terms of investment efficiency and stupid-long DoT.
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No, sorry, that may be your personal opinion, but it isn't a fact. Your words were that blaster secondaries don't get ANY melee attacks after the 3rd or 4th power pick. That is completely false. first off, Damage auras ARE Melee attacks, more or less... just because YOU choose not to make use of them, doesn't make them less of an attack, and what's the reason you don't use them? mainly because they're melee-use and you can't use them at range. Damage auras are also PBAoE, PBAoE's ARE melee attacks... they are best used in the middle of a spawn for maximum effect, and in the middle of a spawn you are in melee range.
Shocking grasp is both an attack AND a mitigation power. It's a mag 3 hold that can stack with other holds from primaries and APPs, and it also has a 1 second activation, as Eva said. It also does approx. 100 pts of damage unslotted, and you know what? as far as the "stupid-long" (as you put it) DoT is concerned, the enemy receiving it won't be attacking you because they're held for a longer duration than that DoT lasts. So, Its equal in damage to a tier 2 blast from the primary, it holds your target, and it activates in less time than said primary tier 2 blast.... yea, sounds like garbage, NEXT!
Quote:
Originally Posted by Samuel_Tow
Furthermore, within the context of the discussion, I made the distinction between dashing in and out of melee and STAYING in melee for long periods of time. Almost all of those powers you mentioned can and really SHOULD be used with quick excursions into melee without the need to actually STAY there. This is usually limited to the animation time of the given power, but shrewd Blasters have been "jousting" to enable them to use melee attacks while effectively avoiding being in melee range with enemies pretty much at all.
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Again, this is you stating your
opinions on how certain powers should be used. I personally stay in melee range for long periods of time, if not all the time, on most of my blasters. I did so before IO's were introduced, and I've continued to do so since. It's quite obvious that you can't, and I'm not sure if you're trying to figure out how, or if you're just saying people who blap are playing wrong... but it really seems like the latter.
Quote:
Originally Posted by Samuel_Tow
Furthermore, you're counting a LOT of things as melee range that actually aren't. Specifically, PBAoE attacks ARE NOT MELEE, not unless you want to Nova as a melee attack, which it honestly isn't. Off memory, things like Lightning Clap, Combustion, World of Confusion and TIME BOMB are not melee range at all. Melee Range is defined as 7 feet away from your character, which damage auras like Blazing Aura ARE, but control powers like Frozen Aura ARE NOT. Hell, even Hot Feet is more than that.
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So, you use Nova from 80ft? 40ft? 30ft?... if so then no wonder why you're dead. Since this is a Primary power, I have to wonder why you're bringing it up, because you've seemed to discard any mention of using primaries at all unless it suits your side of the argument, but i'll play along with you...
Nova has a 25' radius (radius means
all around you
) so if you're not in melee range, you're not getting the full effect of the power, which is not only extreme damage, but mitigation as well since it causes huge KB and scatters any remaining mobs, giving you time to pop some blues and get back to finishing them off, if there are any to finish off. (oh wait, you don't use inspirations either, thats taboo, right?) ok, lets move on to the other powers you listed....
Lightning Clap, PBAoE with a 15' radius (again, radius means all around you

) even if you chose not to use this power in the middle of a mob, those that aren't hit by it, or are immune to KB/Stun are going to be 1-2 steps away from pummeling you... you're right about this one though, it doesn't do damage, but it IS mitigation, and it's still melee.
Combustion, again, PBAoE with a 15' radius (do i need to explain radius again? nah) does more damage than you're tier 1 blast, but to multiple enemies, with approx double the cast time, and is actually tagged in the power description as Melee (AoE)...
World of Confusion, PBAoE toggle, does small amounts of damage, confuses foes allowing you to stay in melee range, hence it's mitigation. This power has an 8' radius, without question, it's a melee power. (oh and PS, I'm not going from memory, I'm going by the actual game descriptions on these

)
Time Bomb/Trip Mine, I'll give these to you... in case you didn't see, I left little notes saying as much in my last post. Calling these melee is incorrect.
Blazing Aura, yep, you're right... it's a Melee PBAoE toggle with an 8' radius, coincidentally the same radius as World of Confusion, which you said is NOT a melee power.... BA also deals damage, though it has no mitigation... The damage ticks from it help to quickly kill spawns while you're in melee range unleashing the tempest of AoEs from the fire primary and secondary, which is, coincidently, the reason they generate huge amounts of aggro.
Frozen Aura, a PBAoE with a 10' radius, deals no damage, provides support through mitigation, should be used in melee or it's not going to affect anything due to its limited radius. However, I can go with you on this that it's not a damage power... it is melee, but it's not an attack... even though it does coincide with my description of blaster secondaries being a mix of damage and support through mitigation, which you don't seem to agree with.
Hot Feet, just for kix, PBAoE with a 20' radius... by far the largest area of effect, also pretty much the only mitigation power in use by Fire Manipulation. It does more damage than Blazing Aura per tick, has a slow effect AND an afraid effect... making your enemies run very slowly away from you (while not attacking for the most part)... is still best used in the middle of a mob where it affects all of them with it's larger than normal radius. Add burn to this to solidify the "afraid" effect and add to your damage, while your enemies slowly try to run and you pummel them with AoEs at close range.
Quote:
Originally Posted by Samuel_Tow
I don't know about you, but I don't tend to drop my Ice Patch at the feet of my enemies. I drop it around a corner I expect them to come around, and then back out of it so they can't swing at me in-between bounces.
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Well then, thats just a difference in playstyle isn't it? Your obvious preference is to stay out of melee range, and you apparently feel that others are stupid for going into melee range on blasters, at the very least, that's how it's coming off to me. Either that, or you're trying to say that blasters are stupid for using their secondaries while staying in melee on the basis that you can't figure out how to use them that way... Surely you can use powers like Ice Patch in the way you describe, but it's not the
only way to use it, yet you imply that it is.
Quote:
Originally Posted by Samuel_Tow
Seriously, what powers require you to STAY in melee range? More to point, what powers beyond Blazing Aura, Lightning Field, Chilling Embrace, World of Confusion and the like? In fact, let's do a bit of number-crunching to see why damage auras LOOK like a good investment, but actually aren't. Let's compare Fireball to Blazing Aura.
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Well, let's see... there's Charged Brawl, Havoc Punch, Thunder Strike, Shocking Grasp, Power Thrust, Energy Punch, Bone Smasher, Stun, Total Focus, Fire Sword, Combustion, Fire Sword circle, Burn, Hot Feet, Frozen Fists, Ice Sword, Freezing Touch, Frozen Aura, Mind Probe, Telekinetic Thrust, Drain Psyche, Psychic Shockwave.... Chain any of them together, even with ranged powers from your primary, and you're pretty much required to stay in melee to complete your chain, or waste time by dodging in and out.
Along with the powers you mentioned, that's nearly all secondary powers, or at the very least 60-70% of them... and not that each individual power requires you to stay in melee range, but the majority of them actually allow you to, while dealing higher mod melee damage (specifically on the punch attacks) without running in and out, wasting time.
Oh, and FYI... it IS possible to use Fireball and your other primary powers while you're standing in the middle of a mob, while also gaining the extra damage (and/or mitigation) from your secondary powers like Blazing Aura and Hot Feet, not to mention the other PBAoE attacks. your posts imply that blasters are incapable of using ranged powers in melee, or that blappers don't use their primaries at all, which is fairly ridiculous.
Quote:
Originally Posted by Samuel_Tow
I'm gonna' eyeball it and say that a non-suicidal Blaster will only spend around a tenth of his time in melee. Yes, if you wanted to fire all of your secondary powers in quick succession, that would take some time, but let's take a less suicidal practice and go for just two at a time. Say Fire Sword and Fire Sword Circle. This gives you a time in melee of four seconds (exactly), assuming you go in, hit the powers and go out. Even with a bit of leeway for movement time, that only gives you two ticks on Blazing Aura, with the rest of the time spend running an aura which costs a not insignificant amount of endurance, but does nothing because enemies are out of range.
At a 10% time spent in melee, Blazing Aura actually has a DPE of around 0.7 and a DPS of around 0.56. You have to understand that the only reason Blazing Aura looks good on paper is because on-paper calculations assume you are always constantly in melee and hitting all targets... Which simply isn't the case. It's not the case in how I find it to be at all survivable, and it's not the case in how I see other people playing their Blasters, including people who are rather a lot better at survivng than I am.
Blasters are not Scrappers, but they more or less HAVE to play like Scrappers if they want a damage aura to be at all worth it. And considering damage auras have lengthy, rooting activations and long-ish recharges, toggling juggling with them doesn't really work.
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Again, here you are making a scenario that suits your argument, and of course it has validity in the scenario you're presenting, but it loses it's validity the moment you actually start spending the majority of your time in melee range... you're taking the main aspect of actually staying in melee and downgrading it to spending 10% of your time in melee... by that point, of course it's not going to make sense using your damage auras and the like, even while "jousting"... However, staying in near-constant to constant melee range and actually using the tools provided to minimize your damage taken increases the use and DPE/S of those powers to perfectly acceptable levels... and in the meantime, you would be doing more damage and on a larger scale, albeit with a chance of considerably more risk.
An average tier 2 blast does around 100 damage every 6-8 seconds, not including cast time... which would bring it to more around 8-10 seconds... Blazing Aura and Hot Feet together, deal 25 damage every 2 seconds with no cast time if they're already active (which you can activate out-of-combat)... so in the same 8-10 seconds, BA+HF deals 200-250 damage... and those are unslotted numbers. even with no damage slotting, only end... you're getting an extra 200 or so damage with no activation time WHILE you're attacking with your other powers. To me thats worth it, even vs a single target... and endurance isn't so much of a concern with proper slotting and Consume.
Quote:
Originally Posted by Samuel_Tow
Yeah, saying the powers are "support" is akin to saying that the man who mugged you was, in fact, a man. Yeah, that's useful to know, but it doesn't really say much, does it? Especially since there's practically NO support in Fiery Manipulation.
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I didn't say it, the game manual did... if you have issue with what those writers say the secondary is intended for, or their source of information, which was most likely the developers, then by all means, take it up with them. and yes, FM has support in the form of it's slow and afraid effects in Hot Feet and Burn... enemies rarely attack when they're running away slowly... it also has superior AoE damage to take out large mobs rather quickly... much more so than any of the other secondaries do.
Quote:
Originally Posted by Samuel_Tow
This does not even begin to be true. Disconouting Energy Manipulation, "the majority" of Blaster secondaries are very much not designed to deal damage. You counted a lot of non-damage powers in your "melee" list, but let's count attacks only. I'm instantly going to exclude T1 immobilize powers, because while these DO deal damage, their cost for doing is is absurd. You CAN use them for damage, but then you CAN use Beanbag for damage, or indeed you CAN use Soul Drain for damage. As in, you can, but why would you want to?
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Soul Drain is actually a very nice damage AoE, and it has the bonus effect of -tohit and boosting your own damage and tohit. It's also not even a blaster power, and beanbag isn't a secondary power, so why you're bringing them up as enforcement to your argument is beyond me... and by the way, I never said they were designed to only deal damage, but they obviously, and for the most part, deal damage in good amounts as well as providing controls and mitigation.
Quote:
Originally Posted by Samuel_Tow
Fire Manipulation, the "damage" secondary, gets three - Fire Sword, Fire Sword Circle and Combustion. Consume does not count and Burn REALLY doesn't count. I mean, OK, I can give you a fourth power if you REALLY wanted a crappy Avoid damage patch and didn't mind wasting oodles of time that could be better spent on actual attacks, but four out of five is still not "the majority."
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So it's 3 is it? perhaps by your standards, since you don't bother with the toggles, and you only step in 10% of the time at most. The damage toggles, or at the very least, Hot Feet, can be one of the most powerful tools in a /fire blasters survival, so no wonder you can't hang in melee. Other powers you disregard as stupid are also the same type of powers, like Shocking Grasp, which is extremely helpful AND adds to your damage considerably, with little investment time.
You seem to disregard many of the key mitigational powers that blaster secondaries have to offer, and then you complain that you can't survive in melee, and actually have the gall to say that blasters as a whole, unless they're IO'd out to the max, can't do it either... your outlook is severely ignorant and narrow minded, and I'm sorry if that offends you, but you're extremely unwilling to listen to reason, or even acknowledge that other players are running melee blasters, with great success, and on SOs, while spending most, if not all, their time in melee.
Yea, I'll agree that Burn,
by itself, sucks pretty bad as a damage power since the enemies all run out of melee when you drop it. Then again, Used in conjuncion with Hot Feet slotted with a few Slow SOs, it can do some pretty nasty damage while the mobs *try* to run away before they die... Its even better if you're on a team with a controller who can lock mobs down so they can't run, and it frees you from immobilize effects too... that's pretty handy.
Blaster secondaries ARE a mix of support, control and damage... as proof, the mitigation powers they use are the exact same powers, more or less, as Controllers and Defenders get in their primaries, with some additional attacks added in... one of the main mitigation tools for fire/kin trollers is Hot Feet, Fire/Kins have been stated repeatedly as one of the best, if not THE best toons for farming... which consists of constantly and quickly dispatching large mobs with little to no danger... Hot Feet is a key power in that role.
another power that's common between */fire blasters and fire/* controllers, is Ring of fire... and these are the only two mitigational powers */fire blasters get, the rest are mainly damage... Like Blazing Aura, Consume and Burn, Which Fire Aura scrappers have access to... and there are the obvious Combustion, Fire Sword Circle and Fire Sword... which are also pure attacks, two of which Fire Melee scrappers get in their primaries, and the other is in Dominators "Fiery Assault" set. ironically, Scrapper Primaries and Dominator secondaries pleasure is
damage, So what's with them being in blaster secondaries? Damage, of course...
even more so, what is Burn doing in Fire Aura, the tanker primary and scrapper/brute secondaries? in a protection set? really?

that must be because it's both a mitigation power and a damage power, in pretty much the only protective set that uses offense as a primary form of defense (which is mostly what blasters do too

)... I can't believe that doesn't drop a hint for you... go figure.
Quote:
Originally Posted by Samuel_Tow
Mental Manipulation has Mind Probe, Telekinetic Thrust, Scream and Psychic Shockwave, and I actually see Psychic Shockwave as the equivalent of Total Focus, a T9 attack that's out of norm. I have a bit of a hard time counting Scream, as that's a power which should have been in the PRIMARY (it's a Psychic Blast power), but somehow migrated in the secondary when they were proliferating, once again proving that what goes in the secondary is "whatever powers are left lying around."
Electric Manipulation... OK, I'll give you that. It has Charged Brawl, Havoc Punch, Thunder Strike and Shocking Grasp, which while not a very efficient attack, is still very much an attack. And that's still four out of nine.
And I'm not even going to look at Devices, as you mentioned.
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You forgot the damage aura for Electric, Lightning Field, which is also a Damage power in Electric Armor... the only difference being, the blaster version does only slightly less damage than the scrappers, but more than tanker/brutes, and has more than double the radius of any of them.
Psychic Manipulation is a bit of an odd duck in the pond of blaster secondaries, however, every single power in it offers mitigation through -recharge, and then it has the buff/debuff power Drain Psyche, along with a PBAoE stun, PBAoE Confuse and a ST Fear power. Psychic scream, as you said... is an attack power (i.e. additional damage) and can be found in both the Defender "attack" secondary and the dominator "attack" secondary, which for one, further solidifies my point of blaster secondaries being both support and damage, thanks...
The other Psychic Manipulation powers are also gathered mainly from the Dominators "Psionic Assault" secondary, which includes Subdual (called "Subdue" on Dominators, but nonetheless the same power) Mind Probe, Telekinetic Thrust, Drain Psyche and Psychic Shockwave, on top of Psychic Scream.... so that leaves Concentration (a.k.a. Build Up), World of Confusion and Scare as the only 3 powers not found in an attack set... of which Concentration (or build up if you prefer) is common in blaster secondaries, World of Confusion is unique to this specific secondary, and Scare is basically a single target version of Terrify for Mind Controllers, or possibly Fearsome Stare from Defenders Dark Miasma. again, a large mix of damage along with control and mitigational "support" powers.
if you really want, I can go through all the blaster secondaries like this, because they all come out pretty much the same... with a modicum of powers from Defender and Controller sets coupled with other damage and/or survival powers from the other blast and melee sets.
Quote:
Originally Posted by Samuel_Tow
Basically, you have to count attacks that aren't attacks to get an impression that Blaster secondaries are mostly about damage. They're not. As a matter of fact, you can't even count damage auras, because their contribution is silly. If you get all ticks on all targets, maybe, but seriously - what kind of Blaster stays in melee with 10 people for 10-12-14 seconds to get a decent return? Because I can very much blast 10 people into dust in about three seconds FROM RANGE on your average Blaster. Seriously, if I can't get even JUST Fire Sword Circle and Combustion before I'm either in the red or in the dead, what use is Blazing Aura going to be when its range is shorter than BOTH powers?
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A bit of over exaggeration there? I highly doubt you could blast a mob of 10 into dust, solo, from range, in 3 seconds... at the very least, not without severly IOing... which you're apparently against and don't do.... and even then it would be a stretch, unless you're Nuking after BU+AIM... which would still be difficult considering Nukes have cast times of 2-3 seconds alone.
Also, You're doing it wrong... first off, none of the powers you listed are mitigation... Blazing Aura is damage... Hot Feet on the other hand, has a larger radius than both the powers you stated, AND provides mitigation in the form of slows and "afraid"... you're not setting yourself up to be safe, or even using the mitigation available to you... you're just running in and trying to spam your AoEs which will obviously, as you've found, and as I said in my last post, get you killed quickly.
Second, You're activating too far away if you're worried about the range on Blazing Aura... which isn't even your main mitigation power. So to answer you're question.... Blazing Aura isn't going to do jack if you're activating Combustion and FSC at range... and since the radius on FSC is about 5ft shorter than Combustion... yet only 2ft larger than BA... chances are that by activating at range, rather than in the middle of the mob, you're probably not even hitting anything with FSC to begin with... and if you are, you're not hitting much, making it an even bigger waste of end consumption and damage potential than your toggle for Hot Feet would have been, if you even had it.
Its severely funny that you underplay the facts, while greatly exaggerating your own ideals... please try again, preferably with more fact and less personal opinion, thanks
Quote:
Originally Posted by Samuel_Tow
Except they don't do that. You keep citing Fire as THE damage dealer, ignoring the fact that it's really not. You have Fire Sword, which is the only decent damage power in the set. Fire Sword Circle is both slow and not very strong and Combustion is EVEN SLOWER. They'e not bad AoEs, but unless you go Mental Blast, your primary AoEs are better and SAFER. Basically, unless you're Electric or Energy, the damage your secondary deals is incidental. It's not BAD, but it's more than made up for by the risk you take to deal it, especially when it's AoE AND SLOW AS HELL.
And as far as adding mitigation... They don't really do that, either. Yes, Ice Manipulation kind of does, Devices doesn't do a whole lot else (or a whole lot in general) and I'd be hard-pressed to say Mental does. But Energy Manipulation? Electric Manipulation? The only mitigation they have is an orphaned status effect, and in the case of Electric, a mag 2 one that doesn't even catch lieutenants. I can get more mitigation out of that from Munitions Mastery... Or Force Mastery, or Electrical Mastery... Or practically ANY Epic pool that Blasters get access to.
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Well of course they're not adding mitigation for
you, You've completely disregarded all of the mitigational powers, like Hot Feet, Shocking Grasp, Chilling Embrace... and probably most, if not
all the rest, too.
Quote:
Originally Posted by Samuel_Tow
So your argument is that because it deals ANY amount of damage, Blasters need it? Brawl deals damage. Do they need that enough to have it as part of their secondary?
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No, my argument is that *most* blasters can survive perfectly fine in melee, on SOs... their secondaries can be far more useful than you perpetuate them to be, and blaster secondaries are (for the most part) a good mix of Damage, Control, and Support through mitigation and control. They obviously aren't as capable as "specialist" defenders or controllers, but they are far more capable than you're making them out to be.
Quote:
Originally Posted by Samuel_Tow
Yeah, if you intend to do that with SECONDARY attacks, I dare say that's pretty ambitious. Discounting the fact that Fire is the only one with meaningful AoE in its secondary, even that doesn't have enough punch to kill sufficiently meaningful enemies before they kill you. And if you think I'm looking at enemies that are too hard, these are the same enemies I can take out at range with relatively little trouble. And if you think you'll jump in and use mitigation... WHAT mitigation? Outside of Lightning Clap, you have no AoE mitigation in any secondary, and even Lightning Clap will just scatter enemies and make it impossible to kill them before they wake up. It's not exactly long-duration. And even then, it won't stun lieutenants, which if you happen to meet a Mentalist, will tend to kill you in pretty short order.
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You're the only one who said
anything about ONLY using SECONDARY attacks, I never said as much, and never would. I rely heavily on both my primary and secondary powers as a blaster, and both can be used for damage AND mitigation, depending on the set, of course.
You want an example of mitigation, fine... I'll use my Elec/Elec blaster, as he was specced with SOs, before I rebuilt him...
Bring up Voltaic Sentinel, Drop into a mob with Lightning Field active, Short Circuit/Power Sink... mobs are now end-less and can't attack, LF keeps them that way, while damaging at the same time... all the while, VS is hitting targets too... now I BU+AIM+Ball Lightning+Thunder Strike.... everything's dead, onto the next mob. In the off chance there's still someone standing, like a boss... well, ok... Shocking Grasp+Tesla Cage has them held, they're still taking damage from Lightning Field, and the DoT of Shocking Grasp, not to mention VS, if that doesn't have him dead... I smack him down with Charged Brawl, or Havoc Punch, or both depending on how much HP he has... he's dead... on to the next mob.
As far as Mentalists and other mezzers go, there are such things as break-frees, and at the very least, you can still attack with your T1/T2 primary and T1 secondary powers... not to mention, mezzers are ALL ranged, so no matter where you are, they can get you... it doesn't matter if you're in melee or at range, so your point regarding them is moot. blasters aren't tanks or scrappers... they don't have mez protection, but they certainly have the tools to handle Mezzers and other trouble enemies... like with Shocking Grasp+Tesla Cage... Freeze Ray/Freezing Touch, and plenty of other powers that produce KB/KD/Stuns/Sleeps/End Drain or what have you.
Quote:
Originally Posted by Samuel_Tow
"Depending on your personal ability" is a pretty... Unconvincing argument. Specifically since it depends most of all on BUILD. Inventions build, more specifically. And if I need to use some inspirations AND DON'T HAVE any because I needed to use some inspirations on every fight in the entire mission and I simply ran out, what then? Run out to buy more and sink ten minutes into that? How many times per mission?
Furthermore, if we're going to be feeding on inspirations constantly, then my Scrapper is going to ANNIHILATE the same enemies without even noticing they are there, because he's currently capable of facing them without inspirations. It's a REALLY bad argument when you compare Blasters with inspiration use and other ATs without inspiration use. And if you compare them with inspiration use, Blasters come far behind. And I've looked.
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I use inspirations when I need them, regardless of the alt... and at one point or another, they all need them. You keep wanting to bring Invention builds into this for some reason and you keep pretending that's what I'm talking about... sorry, I'm talking about SO'd characters... you want to keep feeding the invention build fire, go right on ahead... you're just showing your ignorance on the matter.
Quote:
Originally Posted by Samuel_Tow
What are you fighting that doesn't insta-hold you or two-shot you? Because even basic sapwns of Nemesis and Rikti enemies basically kill me before I can get a word out if I come into melee range of them. Nemesis lieutenants, especially, who don't stun from Lightning Clap, whom you DO NOT want to kill first, and who both stun you AND deal a ton of damage with their bayonets. And who, might I add, keep spawning in twos, and on one particular day insisted on spawning in threes.
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It varies from set to set, but for the most part, I tend to try and stay away from Malta for the Gunslingers, Tac Ops and large robots... and Carnies if there are Master Illusionists, those are just a PITA... Nemesis I really don't find all that bad, and Rikti/Lost are pretty much Pushovers, Psychic Clockwork can be a small pain but are overall pretty easily doable, as well as Arachnos, Council/5th Column, and Cimerorans.
Quote:
Originally Posted by Samuel_Tow
And again - if you want a decent test of merit, try fighting the Praetorians. Say, pick Siege's minions, decent-sized spawns of them. And when 10 people hit you with simultaneous Power Bursts, let me know how that goes. Because that exact situation is what made me rage-quit the last time I played one of my 50 Blasters.
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I can't say I've solo'd the Praetorian missions on my blaster, they were "double-boxed" with my Emp and my blaster because I wanted to do them as AV's and I'm fairly sure my E3 couldn't solo them as AV's without a bit more support... but yea, I did the Siege mission, and the rest, set to +1/x3 w/ bosses and AV's, of them all, pretty much the only really tough one was Tyrant... however, at this point I also had most of the IO's I wanted in place... by no means is my blaster softcapped, but he has about 20-25% melee defense, and the Electric APP shield for some resistance, along with Surge of Power... so this particular endeavor isn't going to meet your particular scrutiny of blaster survival on SOs. I mostly went with recharge and damage bonuses in my IOing, with a bit of melee defense for some added protection.
on a side note, since this will probably be my last post on this matter...
Some people simply don't find it fun to play blasters and other squishie types within melee range of mobs, and that's perfectly fine. If you're more comfortable playing at range, then do so. But applying a standard to how everyone should be playing their AT of choice is just wrong, even if they're not playing how you (and that's a general "you" not specifically
you, sam), or even the developers, intended the AT to be played... that is, unless it's using some kind of exploit, which would be completely understandable when you say "hey, you're not supposed to do that!"