RogueKnight

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  1. RogueKnight

    Blaster role

    Wow,

    Just the fact that you can do that amazes me. Just turn a power on auto and go afk and go eat dinner and have a drink and check in on your character now and then and see if you have killed that boss yet.. or all those mobs. Wow.
  2. RogueKnight

    Blaster role

    [ QUOTE ]
    After reading this thread, and with my experience, I think the best ideas to fix the blaster are:

    1) More Hit Points. Not a Huge amount but possibly enough to keep them from being one-shotted with regularity.

    2) A Range Only defense toggle. Want blasters to be "Ranged fighters"? They need the tools.


    [/ QUOTE ]

    Exactly my point on #2!!!
  3. RogueKnight

    Blaster role

    [ QUOTE ]

    Very few things of remotely appropriate level can two shot you, let alone do so with a ranged attack. And rocks certainly aren't exactly a major threat.


    [/ QUOTE ]

    The rock example was merely to point out how ridiculous it is to be outranged by something throwing a rock.
    And I beg to differ, I have been 2-shotted quite a few times at range. Not to mention the range mezzing. I can be put to sleep at range, with no mez protection, this can happen quite a bit. Then no matter how far my range is, it doesn't matter because I am sleeping while the villians are closing in to melee range.. and.. yep you guessed it.. dead.

    [ QUOTE ]


    You're the one here failing to make a coherent point. You whine that a Defender has more range. I note that the Defender is still outranged by mobs just like the Blaster. You then hold up that the Defender has other tools to help with that, ignoring that your intial complaint was the Defender's range which has just been shown NOT to be an advantage in the situation at hand--when the Blaster is being outranged.

    You're being argumentative for the sake of it and making no sense.

    [/ QUOTE ]


    Perhaps you misunderstood my point then. My initial post to you simply stated that the Defender having more range is salt in the wound. The real issue is the fact that most villians post 30 (perhaps post 25?) can outrange blasters. I said that we need far more than the 25 the Defender has greater than our range. You then said that perhaps I should bring it up, I responded that I have in several posts and so have other blasters.

    The point is if Blasters are supposed to be the kings of Ranged Damage (note not just damage anymore, but now ranged damage) then when should be. We shouldn't be outranged by almost all villians post 25-30. And the fact that Defenders have more range in some attacks than the kings of range damage, is just ridiculous.
  4. RogueKnight

    Blaster role

    [ QUOTE ]

    It is probably part of intentional design that range superiority is not always going to be there.


    [/ QUOTE ]

    While I could see some villians having more range than me, but when minions of equal level are throwing rocks farther than I can fire my sniper rifle.. there is a problem. Not to mention the fact that even if it WAS designed that way.. then blasters need to have extra defense to ranged attacks. Being two-shotted by something that you can't reach is a problem.

    [ QUOTE ]

    And the Defender is going to continue to have that even if his snipe's range is dropped to 50. So again, the Defender's range is not an issue. Get over it.

    [/ QUOTE ]

    And the Defenders is also going to continue to have ways of dealing with shorter range than villians. Blasters do not.
    You, get over yourself.
  5. RogueKnight

    Blaster role

    Awesome!
    ----------------------------------------

    "The Blaster is pretty good on the offensive, but not as good as scrappers. Whether up close or afar, he can deal out some damage. In comparison to the other Archetypes the Blaster is by far, the second most damaging to the enemy. Moreso, the Blaster is quite fragile; this Archetype has relatively few hit points. Blaster heroes must be on their guard before getting into combat, as well as prepared for debt; while their moderate power can overcome some foes, alone and in groups they are quite vulnerable. The Blaster should avoid conflict as much as possible, since any attention results in defeat. Were he to go all out, he'd end up consuming all of the healer's endurance. Not even a tank's taunt will keep you from meeting defeat. Good luck out there Blaster, you'll need it!"
  6. RogueKnight

    Blaster role

    [ QUOTE ]
    25 more range isn't going to keep those villians from outranging you and it is hard to see how can it be salt in the wound when the Defender is just as prone to being outranged by those mobs.

    If the issue is being outranged by villians, then bring that up instead of complaining some other AT has a powerset somewhere with greater range.

    [/ QUOTE ]

    I have brought that up several times in posts. It is on the top of my lists. And I have seen it on the top of many lists concerning blaster changes that are needed.

    No doubt 25 more range isn't going to be sufficient, we need more than that. But it is salt in the wound. Even though a Defender can be outranged as we are by villians.. they have ways of dealing with that issue that we don't. I guess it all gets back to Range is supposed to be a blasters defense, but it is no defense when you are outranged and have nothing else.

    -S
  7. RogueKnight

    Blaster role

    [ QUOTE ]

    My point Concern is that of all the things that are woes for Blasters, whining about not having 25 more range on a Snipe is not really a good thing to focus on, especially when the claim made--that Defenders have longer range on their snipes as if every Defender does--isn't true.

    Would 25 more range on snipes (which not all Blasters get) suddenly make Blaster's woes go away? No? Didn't think so.

    [/ QUOTE ]

    One of the points, though that is always brought up is that the range Blasters do have is less than villian range. I am outranged by DE throwing rocks at me! I am outranged by Rikti Mentalist with their mezz powers! Being outranged like that, when we are supposed to be the kings of range damage (note not just kings of damage anymore that has been taken away from us apparently, but now ranged damage) is ridiculous. And the fact that Defenders can outrange us as well is just salt on the wound.

    -S
  8. RogueKnight

    Blaster Damage

    AR is a great set, don't get me wrong. But the smash/lethal resistance seems to be a bit one-sided as in almost all villians have it in PVE and in PVP AR is the big joke as everyone has smash/lethal resistance. As a blaster, damage is all I have, so when that is resisted a great deal.. all I have is.. Superspeed?
  9. RogueKnight

    Blaster Damage

    [ QUOTE ]
    [ QUOTE ]
    Thought I'd post a further explanation about the Blaster damage explanation in "Ask Statesman."

    That was - and is - the reason why Blaster damage is capped lower than Scrappers. I did forget to add that the ranged attacks of mobs deal less damage (typically) than melee attacks - and the Blaster is generally the target of raned attacks.

    [/ QUOTE ]

    At least initially. I'm sure you know just like the rest of us that mobs will quickly close in to melee range and that on in-door maps this happens extremely quickly. If my blaster has to round a corner to target a mob and they are 10 ft away (being stealthed w/ Super speed of course) I have no delusions that my range "advantage" will last any longer than the power's activation time.

    [/ QUOTE ]

    Good point!
  10. RogueKnight

    Blaster Damage

    I didn't know that scrappers were supposed to be the damage kings..
  11. RogueKnight

    Blaster Damage

    I agree that this would help things some!

    But we also need longer range (being outranged by something throwing a rock at me when I am standing there with a sniper rifle is ridiculous)

    At least a little mez protection(perhaps it takes 2 shots to hold me?)

    the 30% unresistable damage that is in PVP now should be in PVE as well.

    Perhaps we can get a 10 second or so defense boost when sniping or using a nuke to alleviate the immediate return fire of all villians?

    Aggro needs to be less when firing from range.

    The higher level villians all seem to have a great deal of smash/lethal resistance, as an AR/Dev blaster, this limits my ability to be the damage king.
  12. RogueKnight

    Blaster Damage

    Also Statesman,

    While Ranged attacks do less damage(maybe a little), there is also the range(as far as my snipe can reach) chain-mezzing that will hold blasters allowing the villians to close to melee range and then lay the smack down with higer melee damage and with blasters having no chance of escape.

    I completely understand the high risk/high reward and no risk/no reward.. but the blasters as they currently are have the highest risk/no reward (because we are in the hospital).