-
Posts
203 -
Joined
-
Quote:Corruptors (and Defenders) also have access to outright mez-protection in Traps and Force Field and very good mez-resistance in Radiation. Almost all Controllers, Corruptors, Defenders, Masterminds, and Dominators have largely much better practically effective mez-protection through control and buff/debuffs. Slightly more hitpoints count for very little with few or no means of mitigation.This isn't true and even if it were fixed, it has no bearing on the discussion/debate.
Controllers can get Indomitable Will. What are you thinking of for Corruptors and Defenders if not Sonic/FF's Dispersion? Because Controllers can get either.
You can't seriously pigeonhole every AT into the powersets that fit your arguement though. Most Controllers, Corruptors, Defenders, Blasters, and Masterminds have the same mez protection. Yet, only one of them can attack while mezzed. Also, Blasters have the most hitpoints of all of them.
Blaster's have the most restricted access to mez protection, true, but perhaps you should consider how many Corruptors actually take /Sonic. It's pretty low. -
Quote:This statement says it all, though not in the way Knight Jolt intended.Yes.
People who are having trouble soloing on their lvl 30 Blasters just need to work a little harder at figuring it out.
Ranged defense says hello.
People who argue Blasters are fine as is, consider specific and rather expensive defensive IO-builds a natural part of the equation. They tend to display a willful blindness that such builds are practically achievable only at endgame levels after gaining access to the correct epic powers and the correct amount of influence. They also tend to only look at theoretic damage output as opposed to what is practically achievable for a supremely squishy toon. In their arrogance, they also tend to think of anyone looking at the larger picture of the AT are merely complaining because they're inept at playing.
To make it clear; certain Blasters combinations are fairly survivable, but sacrifice damage for the privilege - effectively becoming subpar damage dealers with subpar survivability and virtually no team utility. Certain Blaster combinations are the infamous glass-cannons and have top notch damage output at the expense of survivability. Other ATs have comparable or even better damage output with significantly better survivability and team utility. With Blasters, unlike all other ATs (but certainly not all combinations), you can't have your cake and eat it too. -
Threw something together which should be pretty survivable. Come issue 19 when Stamina becomes an inherent power, you could grab Weave for even more defense - but in general your secondary should be sufficient.
Hero Plan by Mids' Hero Designer 1,803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Ice Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Chilblain -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(27), Thundr-Acc/Dmg(39), Thundr-Dmg/EndRdx(39)
Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31)
Level 6: Hurdle -- Jump-I(A)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A)
Level 12: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(21), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(23), GSFC-Build%(40)
Level 14: Health -- Mrcl-Rcvry+(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(19)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(40)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(21), P'Shift-End%(27), EndMod-I(29)
Level 22: Ice Patch -- HO:Micro(A)
Level 24: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25), Zephyr-ResKB(36)
Level 26: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(37), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(39), Posi-Dam%(40)
Level 28: Shiver -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(43), TmpRdns-Acc/EndRdx(45), TmpRdns-Rng/Slow(46), TmpRdns-EndRdx/Rchg/Slow(46), TmpRdns-Acc/Dmg/Slow(46)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(36)
Level 32: Inferno -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(34), Erad-Dmg/Rchg(34), Sciroc-Dmg/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 35: Stimulant -- EndRdx-I(A)
Level 38: Aid Self -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(42), Numna-Heal/Rchg(42), Numna-Heal/EndRdx/Rchg(42), Numna-Heal(43), Numna-Regen/Rcvry+(43)
Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45), Aegis-ResDam/EndRdx(45), Aegis-Psi/Status(48)
Level 47: Freezing Touch -- Lock-Acc/Hold(A), Lock-Acc/Rchg(48), Lock-Rchg/Hold(48), Lock-EndRdx/Rchg/Hold(50), Lock-Acc/EndRdx/Rchg/Hold(50), Lock-%Hold(50)
Level 49: Acrobatics -- EndRdx-I(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 6: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1408;700;1400;HEX;| |78DA9D93CB4F534114C6E79696D2D2521E96F26E4B818260818589CA42E51531902| |054562AA9E5066ED2DCDBB42501572E5DA026BA7085AFA880E8CA77FC4FD4FF405D| |FADCD473CE372526EEBC69BFDFBD67CE7C73E664666E6332A0D4D593CA084EE432C| |5E2F23869C92CF8D36676CD7672CEEAA6F22AA55A757C792163AF9A2BA969AB6022| |375619595CCFE79D422935933597E732B6955FCF654A966337CCD86B66C1B46944B| |F04E61D27471625DB2C16F1316B66F296BDEA978FC5BC69AE04E575CE5CB1B2966D| |364EE5AD6C6ADA298839AFB7D942650DD0FF94AA3C658FDA268C2AD75DE09EC07D1| |F7820A87E28B8F6F72C84EA91DE82F436A4F7C1B10F8EA7490D3DCBC04835466A30| |B90693FD98EC87F138691566B9AB5E48A8F1A5A0E395A0EB35F0068ED4708FAC525| |69E7E094D927AB583170E013804E05007873A383453AE4F3BF8C20687A6E8A35657| |5EFBC825FB7D2C38F444D0BC03EC0A927B022F1905B551F02CBD24D5167D8460648| |406B119609AB4412FD180E6C4D09C189A134373E2684E12CDA9A1259AB04455D32D| |54745BD07647D01193BCEBA461B8ABF018C1AD5484E6461073453E4876CB4741E29| |360828FAEEE5B2BFAD68386F5A0617D6858F2ADE00669BBDE41FB8EF4EDF0AE6068| |4F70E429B00F3C137453159DD881AB13ADE80212C019D2A8AE22FA950AEB54F12FC| |067416203355DC164F2EBD63BED8E4B284AA15E2CE1E93D27AB0E2C008B401AD59E| |079604FB74E8FAB5513F8EC1730A0DEA6E0F361BBCF85004189184E1A3829B9491D| |29D487D935E0E7F077E08467F02BF80DF683E9539A28FCB082AEF701FDC33FAD1A3| |66FF89CCBB0F6E9532241277572E5AB9ECABA7EB80D1FF7DDE052A4BFA16FCA4699| |6799625960B2C17592EB164582EB36459CAEF0F66878E715DC7594EB08CB184A93E| |B5C5995EBE60B52C0196204B1D4B88A59EA589A58D659BA5FC07C049070C| |-------------------------------------------------------------------|
-
This. Ice Manipulation is fun, safe and allows you to finesse, ie. corner-pull a spawn straight into Ice Patch where you let go with Fire Blasts awesomeness. Shiver + Rain of Fire is a sweet combination. Fire/Ice is the best of two worlds and great solo and on teams.
-
http://www.massively.com/tag/Issue-19/
Come issue 19, the Fitness pool is made into inherent powers. I wondered how this change would pertain to Blasters and it seems to me the AT will likely benefit a little more than most other ATs.
It will free three, most likely lightly slotted, power picks. The Fighting pool for Weave requires a similar investment for instance (w/ the right IOs that translates into around +8.5 defense vs. all). The Medicine pool is another excellent fit that is made more available for an AT with few or no defenses or self-heals.
What are your thoughts and what powers are you likely to respec into? -
Quote:Your Stalker won't get any sympathy for being squishy around here, mate.Most SoA though seem squishy compaired to a Brute, Tank, Scrapper or properly played Master Mind, seems like they're the third to die (after noobs and poor, poor stalkers) a lot of the time. Though now that they can team with blaster we might have to change that to 5th or higher to die with is respectable enough I suppose.
-
I'm glad to see this change. However, I hope the general difficulty of the game is tweaked correspondingly (at least blueside). With IOs, booster packs, temperary powers, veteran powers and now this, much of the content has been to a varying degree rendered trivial.
-
Quote:VEATs fragile? What on earth are you on about? Last I checked VEATs come with mez resistance, easily softcapped defenses, fair damage resistance and self heal, and are anything but fragile.For my part I feel the VEAT SoAs fill a similar nitch of all range damage but fragil AT but do it somewhat better since they at least have group friendly powers (or at least they would it you were not shoe horned into being a storm trooper) which further takes away from the Blaster now that Redside ATs are open but we're really off the topic of how sweet an MA secondary would be on a blaster.
-
Quote:I agreed to this point. The secondary design hasn't been valid - ever, really. It's what caused the Blaster issues to begin with. Pure damage auras exeplify the fundamental flaw of the archtype (with the introduction of invention origin enhancement sets, these actually can be made useful these days in very specific builds at end game levels though).However, the secondary design was valid for quite a long time, and while I think future secondaries are going to be a little more tilted towards utility and range than as melee-heavy as Fire, Electric, and Energy, I doubt that they are going to go too far away from normal "several melee powers" design.
Mental Manipulation is a slight step in the right direction, but has a few flaws that mar the set and enforces cookie cutter designs. The melee attacks are too weak and should be given at least the same numbers Dominator benefit from. Again, the single target control is much too weak. A debuff similar to Touch of Death would make Scare viable. World of Confusion is nearly useless without IO-sets.
In my opinion Ice Manipulation is closes to how the secondaries should perform with the caveat that the developers fix the nearly useless tier 9 minion level pbaoe sleep like they did the Tanker version, increase the damage of the pure melee attacks somewhat, and front load the damage of the immobilize. Even as is, the set is much more fun to level up with than any other in my opinion. It provides single target control/mitigation which doubles as damage, other soft controls are AoE. The toggle provide a little extra mitigation.
Having played the game on and off since US beta and stayed with the AT when very few did prior to the defiance changes, these things stick out like sore thumbs. -
Quote:Exactly what I meant. The Blaster secondaries are fundamentally flawed with a lot of powers that are either redundant, unsuitable or have weakish utility. But it's not only the secondaries; the primaries have much too weak control/mitigation with few exceptions (which negatively affects controls/mitigation in our secondaries). Somehow even Scrappers (and other melee AT's) are afforded much better control/mitigation in their primaries despite not needing them nearly as much as squishy Blasters. Controls should cause notable damage or be turned into AoEs. With the introduction of Going Rogue, Dominators can bring to blueside comparable damage and supreme control which makes them much more likely to survive sustained conflicts and be more beneficial to their teams. Other AT's can bring similar levels of damage while at least being infinitely more survivable. I think the devs should give the Blaster AT another thorough look. A little TLC is overdue.That might be part of the issue but the source is that blaster are a pure damage class in a game where most AT's can do pretty good damage and bring at least little something extra to the table, made worse now that you can smuggle the Red Side ATs across the boarder.
/rant off -
AMEN! Blaster secondaries are flawed and the source of the issues Blasters have. Sadly, it seems like a lot of people lack the imagination to think of something better for the archtype.
-
If I could get something like the below, I'd be inclined to come back to CoH (which I most likely will have left for greener pastures by then).
1. Driving Blow: Minor DMG, Foe Knockback (Power Thrust).
2. Caltrops: Ranged (Location AoE), Minor DoT, Foe -Speed.
3. Physical Perfection: Auto: Self, +Regeneration, +Recovery.
4. Dragon's Tail: PbAoE Melee, Moderate DMG, Foe Knockdown. 15' radius.
5. Focused Chi: Self +DMG, +ToHit (Build Up).
6. Shadow Step: Toggle: Self Stealth, +DEF (All).
7. Smoke Flash: PbAoE Foe Placate.
8. Quickness: Auto: Self +Recharge, +SPD, Res (Slow).
9. Eagle's Claw: Melee, Superior DMG, Foe Disorient. -
-
Quote:That you and others claim to seldom hear complaints doesn't mean people are happy. In my experience from european servers, CoX gamers are generally liberal or tend to shy away from conflict. I consider Energy Blasters a possible liability in teams, but I think I've never complained as I practice live and let live. But I won't feel obliged to stay with such a team if there are other alternatives. An experiment could be to use any other type of Blaster, and measure how long, on average, a team holds together compared to with your Energy Blaster. I suspect your fun is a little at the expense of others at times.I think I had this happen long, LOOOONG ago. My first character was Energy/Ice. Then Energy/Energy a few years later, and I can't recall any complaints recently about them. Either I got better with KB- management or Infinity gave up complaining.
Quote:Knockback does not inherently scatter. Read that again. Knockback does not inherently scatter. To scatter would mean to move items away from each other. The force I am applying with knockback moves them all in a linear fashion away from me. Depending on the geometry, chance to hit, and other factors it may mean that those objects are further apart than they started. It also may mean they are closer than they started.
In practicality knocback does most certainly scatter. You seem to be under the illusion that you can actually control random knockbacks. Explosive Blast and Energy Torrent have both around a 50% KB rate. Explosive Blast tends to toss the mobs backwards from your position, while I believe Energy Torrent will scatter them to the sides as well. Even if you, by a miracle, never caused scatter, you'd still knock mobs out of debuff areas. You'd still knock mobs away from meleers, you'd still knock mobs outside AoEs of others. Having to constantly repositioning yourself to limit scatter will significantly detract a Energy Blasters personal damage output as well. -
Quote:This is at the core of the problem with Energy Blasters in my opinion, knockback generally is counter-productive to team efforts. I've played with numerous Energy Blasters where vastly superior AoEs are to a significant degree wasted due to Energy Torrent being a quick activating attack that tends to get a drop on the spawn and scatter it before other AoEs can connect. Even a well played Energy that manage KB (in my experience almost no one really does it consistently though), brings less to the team than most combos from most ATs.What used to annoy me is when some energy blaster would KB mobs, spreading them from being collected within other peoples cones all for a pitiful bit of damage. If your gonna kb aoe then atleast make sure it is going to finish off rather than take a smidgeon.
So Energy Blasters have a bad rep partly due to knockback, and partly due to subpar damage output on larger teams (Blasters pay a too heavy price for the smidgeon of mitigation they can have IMO), while having no support/utility for team and being a liability due to extreme squishyness. That said, KB is FUN...but sadly the game is way too easy (apart from the new GR stuff which is generally too hard, esp. for Blasters) which makes KB generally unneeded and unwanted on teams.
EDIT: I wish the powers that be would thoroughly adjust Blaster primaries and secondaries. I'd like to see the following changes done for Energy:
* AoE knockback from Energy Torrent and Explosive Blast reduced to knockdown.
* Knockback increased in Power Bolt and Power Blast. The devs really got these two wrong.
* Power Push be given the same damage boost the Dominator version benefits from.
* Sniper Blast be given a signigicant damage boost, while recharge is increased.
* General gameplay: Change Knockback to function as a defense/resistance debuff for the mob that is affected (it stands to reason being knocked on your *** should affect defenses). Besides Energy Blast would get a nice buff while also promote slightly added tactical gameplay. -
Quote:Think of it this way then: The best Blaster soloer is still sort of only winning the Special Olympics since all other ATs solo better on average. Most solo a lot better. I can imagine a lot of people playing Blasters as it is unsafe and promotes a kill fast or be killed fast playstyle, where most other ATs in general are so safe it's not fair for the AI. Sleeping spawns and then soloing one by one does not fit into that category. Besides, you might as well have picked a Fire/Kin Controller (or something similar) and stun everyone while killing everyone a lot faster. While also being a magnificent force multiplier for your team.I think Sonic is getting a seriously bum rap in your rankings. Due to Sirens its arguably the best solo'er and blapper of the bunch. My Sonic/Energy is a dream to solo, occaisionally going entire missions without getting hit. Lacking a specified role (team, solo, etc.) , such playstyles shoudl be taken into account when ranking primaries.
I also use Sonic on my FF defender, and that -40% to -60% stacked damage res really softens up hard targets. Then again, I listen to music when I play with sound effects turned off - I've never even heard Sonic's fx, so that might be a reason I'm so fond of it.
On teams, very common melee toon combinations (ie. Elec/SD, Spines/Dark, Fire/Fire) will generally outdamage your average damage dealing Blaster both AoE-wise vs. Single (esp. hard) Targets. While also being so tough, they can in just about any situation live up to their damage potential where Blasters in general cannot. Sleep, a weak force multiplier, poor AoE and good ST-damage isn't normally what a Blaster is invited on a team for.
Sonic Blast on Defenders is the shizzle though. -
Fire/Ice is a fun and very solid Blaster combination. I threw something together, that should be very safe (softcapped range with a small purple, PFF+Aid Self+FoN) while still being able to dish out pain on a large scale.
Hero Plan by Mids' Hero Designer 1,803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Ice Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Medicine
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Chilblain -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Dmg/EndRdx(17), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40)
Level 2: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31)
Level 6: Hurdle -- Jump-I(A)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), Zephyr-Travel(19), Zephyr-ResKB(21)
Level 12: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 14: Health -- Mrcl-Rcvry+(A)
Level 16: Build Up -- RechRdx-I(A), RechRdx-I(27)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-End%(21), Efficacy-EndMod(23), Efficacy-EndMod/EndRdx(23)
Level 22: Ice Patch -- RechRdx-I(A)
Level 24: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(25)
Level 26: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dam%(27), Posi-Dmg/EndRdx(37), Posi-Acc/Dmg/EndRdx(39), Posi-Dmg/Rchg(40)
Level 28: Shiver -- TmpRdns-Acc/Slow(A), TmpRdns-Dmg/Slow(34), TmpRdns-Acc/EndRdx(36), TmpRdns-Rng/Slow(43), TmpRdns-EndRdx/Rchg/Slow(43), TmpRdns-Acc/Dmg/Slow(45)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(36)
Level 32: Stimulant -- EndRdx-I(A)
Level 35: Aid Self -- Numna-Heal/EndRdx(A), Numna-EndRdx/Rchg(46), Numna-Heal/Rchg(46), Numna-Heal/EndRdx/Rchg(48), Numna-Heal(48), Numna-Regen/Rcvry+(48)
Level 38: Ice Sword -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(40), Mako-Dmg/Rchg(42), Mako-Acc/EndRdx/Rchg(42), Mako-Acc/Dmg/EndRdx/Rchg(42), Mako-Dam%(43)
Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
Level 44: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45), Aegis-ResDam(45), Aegis-Psi/Status(46)
Level 47: Force of Nature -- RechRdx-I(A), RechRdx-I(50), ResDam-I(50), ResDam-I(50)
Level 49: Acrobatics -- EndRdx-I(A)
------------
Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 6: Ninja Run
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1410;689;1378;HEX;| |78DA9D93CB4F535110C64F4B4B696969799496775BDE0F2B249AF858A8BC120C241| |590954A6A3996ABCDBD4D5B12D9B934064D74E30A5F51015137BEE37FA2FE2F7566| |BE53646D13BEDFBD7367BE993BDCB3747736A8D4BD0BCA159A2964CBE5F569D28A2| |E0556756ED3760A4E7E5BF994521D26BEBE9CB5F37A233D6F95347213B5272B5BC5| |A253AAA417727A7D296B5BC5AD42B6623976F382BDA94BDAA627E62298719C02595| |46C5D2EE36651678B969D0FC8CD4A51EB8D905C2EE90D2B67D9BA65AE68E5D2F34E| |49CCB9DF769CC61AA5BF4BAAF6AB7AD52E614AB99F01CF059E17C04B41FD2BC1FDE| |3550845501547FA10AC86E0318CE28BA42E53E542423DAA1A90D780E200D203309E| |26AD4395A7EE93845A3E0BBABF087ABF02DFE0480BF74A97AAF28E486896D4671C7| |C7008C2210887263834C1A19D72FD7070FBA32E69F8CBCD68FB2398A3478DE63D1A| |5F4B28F246D0FD56D0BF2718D8070E043EB20D99C14297E96258EDD04D1846AEF0B| |834EF04E6499B4D8B66AC2A815525B0AA045695C4AA92585503B568458BBAD62718| |F9A9A07D07784C68530F29230A771545C31895C6CC2831BC6DFCB760863F60B3BD0| |E6CAFF3BB60004B1CC2DA86B1CB47A45D66F2AE3DD95E725FD07F20187B071C0A26| |DE0B52D4BEC7ECBC0713F502FDE68E12FACCC87D4909F55128851A6FEA8AD89C580| |65604275781ABC09AE001E50F9AF9066F61F2BC607413B080DB82B13B8243FA0247| |4CFB117C131F28346E963DDE4E173D6A22069CC214A7051F292F6DF2D2789929838| |9E388D3EB4C9AEF63126FD8ED393A66ECCBA1454FED1051C82FFFA08CE7E8582917| |9C93FFB2AAFE081D083CFEDFDF8F606D0EFF7280749525C3B2C6728DE53ACB0D962| |CCB4D961C4BF5E75175F80CCF7596E51CCB799628CDA77638D3C787AA9125C81262| |696209B344585A593A597659AA7F0156DDF767| |-------------------------------------------------------------------|
-
1. Archery. RoA, EA, Fistfull all hit almost simultaneously to create unparalleled large area burst damage. Fair Single Target.
2. Fire. Great AoE and Single Target. Lacks mez power that makes other sets easier to solo.
3. Radiation. Good all-rounder.
4. Dual Pistol. All around decent. Lacks Aim. Very pretty.
5. Assault Rifle. Great AoE, poor Single Target. Lacks Aim.
6. Ice. Good Single Target, very good mitigation, weakish AoE, endurance heavy.
7. Energy. Knockbacks is good solo, but poor on teams. At worst, Energy Blasters detract more from team damage output than they generate. Weakish AoE.
8. Psychic. Good Single Target, fair mitigation, very weak AoE (why play a Blaster w/o notable AoE?).
9. Sonic. Neither here, nor there. Too slow, rooting animation on Shout, weak AoE. Annoying sound fx.
10. Electric. Unimpressive. All or nothing secondary fx. Weak Single Target. -
Missing 5 times in 40 attempts with Flamethrower and Full Auto assuming you have the maximum attainable 95% chance to hit, is barely a mathematic anomaly. I suspect you target large spawns where your "anchor target" is in the back. Cones have a maximum of 10 targets where as proper AoEs have 16. M30 (AoE) and Buckshot (cone) you probably use after diminishing the spawn so you don't notice a similar "miss rate" due to target saturation.
PS. Full Auto is the only nuke in the game that have a 10 target max. The tier 5 power Seeds of Confusion (very wide, fairly long cone) attainable at level 8, was grossly overpowered even with only 10 max targets, yet it was changed into 16 target max. FA didn't get a similar treatment when the devs attempted to fix AR a while back. Not everyone can be a developer love child I guess. -
Quote:It wouldn't be nearly as overpowered as any melee toon combination where great defense and self heals can be had even without investing heavily in IO-sets (ie. DM/SD).But in the current game, with it being possible to softcap to ranged attacks, and stay out of melee range of everything, while also having enough recharge to cut that self heal down to every 5-7 seconds, it would be overpowered to have an almost completely untouchable character healing itself every few seconds as part of it's attack chain.
Quote:It would have to be carefully balanced, but there is precedent for it (Drain Psyche)
-Regen and a regen boost don't seem like they'd be too out of line. Maybe -20% regen to the target for an equal boost? Make the -regen unenhanceable, while the boost to you CAN be enhanced. -
1. Play through the tutorial. Save the two large inspirations you get there and sell them often for several houndreds of thousands influence at Wentworth's auction. Some salvage sell for astounding amounts of influence, play the market for easy "money".
2. If you've done the above you have more than enough influence to buy Training Enhancements at level 2 (level 5s) and level 7 (level 10s). Then purchase Dual Origin Enhancements at level 12 (level 15s) and level 17 (level 20s). And finally upgrade to Single Origin Enhancements at level 22. Invention Origin Enhancements is a worthwhile investment for endgame characters (and lower if you have good amounts of influence).
3. As a Blaster always pick Aim/Build Up and both your first primary attacks. Always plan for Stamina at level 20. Hurdle+Combat Jump is a potent combo since it gives you unparalleled combat mobility. Super Jump is great and Acrobat a solid power pick for Blasters. Use the forum to find sample character builds, download Mid's Hero Designer to help you plan your build. A very good Blaster combination is Fire/Ice, which offers the best of both worlds (damage and mitigation) and is fun to level up as well. -
Thanks for sharing.
PS. Betcha you've faceplanted maaaany times when knockback didn't kick as you expected it to. -
Quote:Kinda like a super squishy Stalker you mean?If your planning on mainly playing solo though, I'd say go with Energy/Energy. Even though it's pretty much strictly ST damage wise, the KB will add loads of protection, when used properly. My Energy blaster went with SS + Stealth and turned into a boss killer. He ghosts most missions, stands in the bosses face for a second then unleashes a barrage of melee and point blank blasts. They melt like butter!
I'll second the Fire/Ice suggestion though. This is a very solid combo as Blaster combos goes. Good single target damage, very good AoE and great mitigation (again for a Blaster). Fire/Ice allow the Blaster to use finesse in a way few or no other sets allow, and it's also the most fun I've had levelling up with any of my many 50 level Blasters. Once at 50, a few other combos have more potential though as very good survivability can be arranged through IOs. Just wish the devs would fix Frozen Aura and give it damage like they did the Tanker version. -
These sort of speculations has been done many, many times before - but repeating it is important so the devs appreciate it's an issue of some importance at least. Radiation Manipulation is likely to be the next foray into Blaster secondaries unless the devs bless us with a double dose of dark awesomness. Here's my take on the two most wanted manipulation sets, both would be quite different (something Blasters desperately need) and fun:
Radiation Manipulation
1. Electron Push: Melee, Minor, Foe Knockback (Energy Thrust)
2. Contaminated Strike: Melee, Moderate, Foe Knockdown, -Defense (Shivan)
3. Quicken Metabolism: Self +Speed, +Recharge, +Recovery, +DMG, Res(Eff) (Self only AM)
4. Radioactive Smash: Melee, High, Foe Knockdown, Disorient, -Fly, -Defense (Shivan)
5. Enervate Foe: Ranged Foe, -DMG, -Res (Single target click version of Enervating Field)
6. Nuclear Shockwave: PBAoE Foe Knockback, Disorient (Lightning Clap)
7. Lingering Radiation: Ranged AoE, Foe -Speed, -Recharge, -Regen
8. Choking Cloud: Toggle, PBAoE Foe Hold
9. Fallout Mutation: Self Rez, Special (Mix of Mutation and Fallout)
Dark Manipulation
1. Midnight Snare: Ranged, Moderate DoT, Foe Immobolize, -To Hit (Gravimetric Snare)
2. Smite: Melee, Moderate DMG, Foe -To Hit
3. Cloak of Darkness: Toggle: Self Stealth, +DEF(All), +Perception, +Res(Immobilize)
4. Touch of Fear: Melee Fear, Foe -To Hit
5. Soul Drain: PBAoE Moderate DMG, Self +DMG +To Hit
6. Petrifying Gaze: Ranged Hold
7. Dark Consumption: PBAoE Moderate DMG, Self +End
8. Black Hole: Ranged AoE, Foe Intangible (A panic button is wasted on Defenders, but useful for Blasters)
9. Vampiric Touch: Melee, Superior DMG, Foe -To Hit, -Regen, Self +Regen (+/-Regen version of Siphon Life)