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Posts
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Quote:That's a blatant cop out if you ask me. They make it sound like creating new Blaster secondaries is like reinventing the wheel, when in reality these secondaries are comprised to a very large degree by pre-existing powers from other sets.
In short -- both archetypes have sets that are hard to just bring over without a fair bit of work. And Blasters, as a whole, aren't doing too badly with their ten primary sets. Hopefully we'll see something nice with the next pass of proliferation, but there's a reason they don't usually get secondary love. There's nowhere for the powers to be proliferated from. (Not that it excuses the hundred-odd possible combinations that Defenders get, but...)"
Blaster secondaries are much better compared with Dominator secondaries than Mastermind primaries. Fire and Ice Manipulation doesn't have a single unique power and never had as far as I can recall. Electricity has 1 Energy and Mental Manipulation has 2. Most of these "unique powers" use much the same animation as other powers. Only the maligned set Devices is an outlier with 4 unique powers. Masterminds have about 6 times as many unique powers as Blasters. Stalkers have about twice as many uniques as Blasters. -
Quote:I've been waiting for another secondary set for a very long time. Preferably something that is fun to level up with and useful throughout. Notable blaster lovin' only seem to happen every 6 issues or so, making the AT is overdue a little attention. I can dream, but in addition to new (secondary) sets (radiation, dark and kinetic would all be great choices), I'd very much like to see the old ones given TLC as well:It seems that we have the least amount of secondaries in the game (Aside from epics which only get one anyway). I think the reason for this is because there is no uproar. Personally, I think we need a few more options.
* Make all snipes worthwhile power picks. Increase damage and recharge significantly.
* Soften endurance crash of old-school nukes similar to the Kheldian Quasar or Dawn Strike (-100% recovery and not -1000%).
* Give Frozen Aura the Tanker treatment. It's currently nigh useless and by far the worst tier 9 in the game.
* Give Full Auto the Seeds of Confusion treatment and increase max target from 10 to 16. It's currently the only nuke power affecting less than 16 targets. Also make it debuff ToHit slightly like that kind of suppressive fire is supposed to.
* Give Ignite the i18 Burn treatment.
* Remove corpse-blasting issue with Slug by making damage come sooner.
* Frontloaded damage on Flamethrower or faster ticks.
* Add damage and/or chance of stun to Power Push.
* Add ToHit debuff to Scare similar to Touch of Fear.
* Give Devices a little boost. Make Cloaking Device compare better with Cloak of Darkness and Targetting Drone add a small +dmg/initial critical strike. Change Time Bomb somehow.
* Lower activation time of Scramble Thoughts significantly. Single target, low duration stuns should be fast.
* Lower activation time of Shout and change corresponding sound effect into something a little less grating.
* Lower effect and recharge of Conserve Power.
* Make being mezzed only suppress and not completely shut down offensive auras.
* Add stun resist to Stamina.
* Give summon powers the correct AT damage scalars and not Blaster scalars as is done in many cases (rain powers for Corruptors are much better than for Blasters for instance). Either that or allow Blasters to step on some of the other ATs toes similarly.
I agree with your reasoning for the lack of love. The Blaster AT is still popular, though not nearly as popular as it once was. Novices, and die hard fans of the AT primarily play Blasters, more seasoned players tend to move on to greener pastures. A fact that's reflected on the activity on the boards as well. -
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Quote:I agree it was a rather good breakdown. However, I have some issues with it.Excellent breakdown, Circuit_Boy. I just wanted to throw in the fact that one Kinetics Corruptor can keep all the Blasters at their damage cap. Extra */Kinetics wouldn't help anyway. Multiple Corruptors stay useful only as long as their power(set)s are conducive. Blasters always do what they came to do.
1. Drain Psyche won't overcome the endurance crash of nukes in almost any circumstance. Nor will Conserve Power. Realistically, it will at best lessen the need for multiple blues after a true nuke (but there will still generally be too short a supply on blues if a Blaster nukes whenever possible). That means only two secondary sets truly allows for Blasters to "nuke n' go". Corruptors have access to several endurance management tools in their secondaries and all may choose Power Sink at epic levels.
2. Circuit Boy left out that all Corruptors may choose Soul Drain at epic levels to further boost their damage potential.
3. Corruptors (and Defenders) benefit from using Blaster damage scalars in a few attacks like Ice Storm, Blizzard and Rain of Fire.
4. Corruptors have significantly better survivability, making it much easier for Corruptors to make good on their offensive potential. Theory doesn't always work in praxis.
As for your comment, you imply every team has one kinetic or even several. In reality most (blueside, don't know how it is red side) teams doesn't have a single one unless you count farming teams. You also seem to neglect the particular Blaster debt problem; a defeated Blaster doesn't do any damage at all. -
Quite the opposite I'm afraid, it actually gets worse for Blasters as time goes on. Lower levels is where Blasters shine. At higher levels, the enemy groups become tougher while Blaster offense doesn't increase nearly enough to compensate for the continued lack of defenses. All other ATs come into their own at higher levels in a way Blasters just can't match. Adding yet another attack or a sub-par control or utility power doesn't do much for Blasters. That said, at top levels specific Blaster IO-builds can make Blasters competitive and quite impressive.
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I'm addicted to Blasters and probably have close to 500 Blaster levels under my belt. No other AT is even remotely as squishy and the living on the edge play style is part of the attraction, but also part of the problem. To me it is obvious Blasters sacrifice too much for too little. Blaster offensive output under ideal conditions (fully protected by support in teams and/or very specific IO-builds) is formidable, but some Corruptor builds have comparable offense while also having significantly better survivability (often allowing them to actually make good on their offensive potential unlike Blasters) and infinitely better force multiplication/support ability. Several ATs step on Blaster toes in terms of offense, but no other AT is saddled even remotely with such a lack of defense.
Going Rogue is likely to illuminate the discrepancy. -
In general I'd say go with what is fun. However, you won't be very popular on teams with that combination. The sets have the least synergy of any combination, your knockbacks will likely annoying your team mates especially since you will also lack killing power with that combo.
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Ninja Run works well in conjunction with Hurdle and will serve you well with the addition of temp travel powers. Ninja Run and Combat Jumping are mutually exclusive though. Postponing Rain of Fire, if you choose to take it, might be a good idea (it's generally too endurance heavy prior to Stamina). You can get your chosen travel power by level 22-24 without reducing your combat capacity if you do so.
You might consider going Super Jump and pick Acrobat instead of Super Speed/Assault. The hold protection is really useful. It will free up a slot and if you get another slot somewhere else, you can slot Ring of Fire for damage (ie. 2 common damage-IOs) if you experience gaps in your attack-chain. I advice against Hover/Fly as they don't play nice with Hot Feet, reduce your combat mobility (Hurdle+CJ is great), effectively reducing your DPS significantly. Remember softcapped S/L will work wonders in melee (esp. if you get Acro on top of that), so you should be pretty safe in the thick of it.
You may also consider Snow Storm instead of Flash Freeze if you decide to stick with Cold Mastery. Snow Storm + Rain of Fire is a good combo since it slows most mobs to a crawl while attempting to flee the AoE. You will lose out on a little S/L defense, but you may chose to get (some of) that back by 6-slotting Ring of Fire with Enfeebled Operation.
I slotted Brawl purely as a IO-set mule to get the S/L bonuses. The Kinetic Combat set is rather expensive though, so remember to buy the cheapest and lowest level ones you can get in Brawl (you won't use the attack). -
Quote:These powers are very rarely seen in Blasters because they are very situational, meaning useful only in certain fairly rare instances. Expensive, end game, IO-builds is a common denominator and this game isn't supposed to be balanced after IOs. As a matter of fact, it seems to me your whole suggested design virtually screams of someone looking for an alternate farmer/IO-ed out demi-god. I'm more preoccupied with making a set fun to level and balanced beyond.So because almost no blaster ever picks those powers (which is a bit of a joke; I see plenty of blasters taking those powers explicitly because they're exceptionally cheap AoE damage and the sets they're in make excellent blap sets), you don't think that those powers should exist anywhere else? Seems to me you're assigning an arbitrary definition of value to those powers when they're actually quite good when used in the right hands.
Quote:So all */Dark Blasters are going to have Dark/* as their primary? That's an awesome design mentality to use! Secondly, you're talking about allowing Blasters to get a single attack lined up. Stealth isn't going to help lining up any attack other than the first and, honestly, how hard is it to line up the first attack with a blaster cone anyway? Enemies won't aggro that far away from me regardless.
Quote:Like I said before, all */Dark Blasters are going to be Dark/* blasters as well? Are we designing an entire AT or a secondary? I'm designing a secondary. You're apparently designing an entire AT because you're assuming that all dark manip will never be used without dark blast.
Quote:That's a joke. It's a scale 1 damage attack on a 120 second base recharge time. The damage aspect of Soul Drain is a joke. And I know this for a fact: I play a DM scrapper.
Quote:Except that it wouldn't. As soon as you went into melee and used Soul Drain, you'd expose yourself to a full volley from the entire enemy group around you. Soul Drain draws aggro and you have to survive that aggro to get any benefit out of it.
Quote:Except that Shield Defense is actually very similar to Fiery Aura so it's not really a "breath of fresh air". It's more like "we wanted an offensive defense set" and went with defense and +dam rather than resistance and damage.
Quote:Learn what you're talking about before you try to "correct" me. Do you even know what AT mods are? Soul Drain uses the melee_buff_tohit and melee_buff_dmg attributes. Defenders have .1 melee_buff_tohit and .1 melee_buff_dmg attributes. Scrappers have a .1 melee_buff_tohit and .125 melee_buff_dmg attributes. This is why Scrappers get 25% more +dam from all self damage buffs than Defenders do.
Quote:Right, because those are AoE control powers? You're also ignoring the substantially more common melee mez powers (like Stun, Shocking Grasp, Lightning Clap, Ice Patch, Frozen Aura). There are a lot more melee control powers than there are ranged ones, and you're also ignoring the fact that ToF is also a very strong debuff power as well. You could make the claim that ToF should be ranged by bringing up Scare, but that doesn't really make much sense since all that Scare does is fear whereas ToF also has a very substantial debuff attached to it (oh, and it's also on a 20 second recharge compared to an 8 second recharge and has less than half of the duration when modified for AT mods). Of course, I only know this because I actually play Dark Melee and have seen and used Touch of Fear enough to know that it's substantially too strong to be given to a non-support AT as a ranged power.
As for Touch of Fear being substantially too strong for a non-support AT as a ranged power you shoot yourself in the foot. Scrappers have significantly better survivability even in melee than Blasters have at range, thus the natural conclusion of your statement is that you also feel that ToF is even more grossly overpowered on Scrappers than it ever could become on Blasters in a ranged version. Touch of Fear is clearly too strong compared with regular Blaster control powers though (not to mention Scrappers), I'd agree with that. I never suggested the same insane duration or recharge as Scrappers are blessed with though, I'd have such a power mesh well with similar mezes, but be given the additional debuff because fear cannot be stacked as easily as stun (and because of less range if kept melee). Having Cloak of Darkness (see, another nifty usage of a stealth power?) in the set would make range in such a power not as needed or, indeed, warranted.
Quote:And I consider your definitions of superior and inferior to be jokes. You don't even know what a good power would look like in function, nor do you have any idea what you're talking about when attempting to assign efficacy to a power.
Quote:How am I perpetuating design flaws of the past? I'm looking at what already exists in game in an effort to design a build that would actually be balanced and functional. You're simply asking for things while operating under a laughable lack of understanding concerning the use of powers while being completely oblivious to the actual attributes of other powers and completely ignorant of the fact that the devs might want to design a set that doesn't expect to be paired with a specific primary as a point of design (more than half of your arguments have assumed as much).
Quote:I would be less abrasive if you knew what you were talking about and didn't force me to talk down to you or teach you things that you should know before entering into a debate on design simply because you operate under delusions of competence.
Quote:Oh, right. My numbers are arbitrary because they're based on existing precedent and research whereas yours aren't because you said "well, that looks right". I suggest you actually look up the definition of the word before you accuse my numbers of being arbitrary.
Quote:First off, AT mods. Defenders have better mez attributes than Blasters do. Secondly, duration doesn't mean squat compared to uptime ratios. Thirdly, melee mez powers have better uptime ratios than ranged ones with very few exceptions. My version got a better duration and uptime pretty much explicitly because it's a melee power rather than a ranged one. Bigger reward for the bigger risk of being in melee.
Quote:Where did I claim that making Dark Regen into a +regen power was somehow "less blasterish" than simply providing a straight heal (which wasn't actually your suggestion first, it has been made numerous times by other people when I made the suggestion and I defended it quite well; personally, I don't care which: I think having a recharge that is 4 times longer and forces the Blaster to be in a situation (melee) that they are generally not wont to be in makes it rather well balanced (not to mention the fact that damage recovery mechanisms aren't particularly spectacular without damage mitigation mechanisms to bolster them, especially with the low level of Blaster hp))? I challenge you to find where I said that, unless, of course, you're hallucinating such things because you are operating under some ridiculous delusion that I care enough about contradicting you to abandon all notions of intelligence to blatantly claim something contrary to reality.
Giving Blasters what amounts to a instant and complete heal every 60 secs with SOs and half that time with a solid IO build seems a little bit too much for an AT without any such powers in their primaries or secondaries. A +/-Regen power would probably be more palatable even though +Regen generally can heal significantly more over time than a pure heal (neither being extremely good without significant amounts of mitigation). It will give the Blaster a fair boost in survivability while also giving the Blaster a little but very welcome situational support utility.
Your parting shot in your last paragraph shows your anal retentive lack of character and class. Please get over yourself and stop making the internet an even more obnoxious place to reside. -
You might find them fun, but that is only due either to masochism combined with a love of Rise of the Phoenix nuke/self-rez or, more likely, an expensive defensive IO-build at endgame level. "Practice and get better" is just your flippant way of saying you value a power that is ONLY useful for hard-core players at level 50 with expensive IO-builds over something that could potentially be fun levelling with for all, but at the end not provide the same amount of destructive overpower/farming potential (with a particular expensive IO-build only) you prefer. Could you be any more transparent?
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http://tomax.cohtitan.com/
The above is a good site that contains most of the data you'll ever need. Below is a sample build I've had laying around for some time. It will soft cap your S/L defense, while also being an offensive powerhouse both AoE and ST.
Hero Plan by Mids' Hero Designer 1,707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Mutation Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Fire Blast- (A) Decimation - Accuracy/Damage
- (11) Decimation - Accuracy/Damage/Recharge
- (15) Decimation - Accuracy/Endurance/Recharge
- (17) Decimation - Damage/Endurance
- (19) Decimation - Damage/Recharge
- (19) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Enfeebled Operation - Accuracy/Immobilize
- (7) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (7) Enfeebled Operation - Accuracy/Endurance
- (9) Enfeebled Operation - Endurance/Immobilize
- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (3) Kinetic Combat - Damage/Recharge
- (5) Kinetic Combat - Damage/Endurance/Recharge
- (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Positron's Blast - Accuracy/Damage
- (11) Positron's Blast - Damage/Endurance
- (21) Positron's Blast - Damage/Recharge
- (21) Positron's Blast - Accuracy/Damage/Endurance
- (23) Positron's Blast - Chance of Damage(Energy)
- (A) Positron's Blast - Accuracy/Damage
- (23) Positron's Blast - Damage/Endurance
- (25) Positron's Blast - Damage/Recharge
- (27) Positron's Blast - Accuracy/Damage/Endurance
- (27) Positron's Blast - Chance of Damage(Energy)
- (A) Positron's Blast - Accuracy/Damage
- (29) Positron's Blast - Damage/Endurance
- (31) Positron's Blast - Damage/Recharge
- (31) Positron's Blast - Damage/Range
- (31) Positron's Blast - Accuracy/Damage/Endurance
- (A) Jumping IO
- (A) Rectified Reticle - To Hit Buff
- (13) Rectified Reticle - To Hit Buff/Recharge
- (13) Recharge Reduction IO
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (A) Rectified Reticle - To Hit Buff/Recharge
- (37) Rectified Reticle - Increased Perception
- (37) Recharge Reduction IO
- (A) Decimation - Accuracy/Damage
- (25) Decimation - Accuracy/Damage/Recharge
- (34) Decimation - Damage/Endurance
- (36) Decimation - Damage/Recharge
- (36) Decimation - Accuracy/Endurance/Recharge
- (36) Devastation - Accuracy/Damage/Endurance/Recharge
- (A) Endurance Modification IO
- (39) Endurance Modification IO
- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (34) Obliteration - Accuracy/Damage/Endurance/Recharge
- (34) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Recharge Speed
- (50) HamiO:Enzyme Exposure
- (A) Recharge Reduction IO
- (39) Recharge Reduction IO
- (39) Recharge Reduction IO
- (A) Performance Shifter - EndMod/Accuracy/Recharge
- (29) Performance Shifter - EndMod/Recharge
- (43) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (46) Efficacy Adaptor - EndMod/Recharge
- (A) Blessing of the Zephyr - Knockback Reduction (4 points)
- (A) Obliteration - Damage
- (46) Obliteration - Accuracy/Recharge
- (48) Obliteration - Damage/Recharge
- (48) Obliteration - Accuracy/Damage/Recharge
- (48) Obliteration - Accuracy/Damage/Endurance/Recharge
- (50) Obliteration - Chance for Smashing Damage
- (A) Luck of the Gambler - Defense/Endurance
- (37) Luck of the Gambler - Recharge Speed
- (46) HamiO:Enzyme Exposure
- (A) Armageddon - Chance for Fire Damage
- (40) Armageddon - Damage/Endurance
- (40) Scirocco's Dervish - Accuracy/Damage/Endurance
- (40) Multi Strike - Accuracy/Damage/Endurance
- (43) Tempered Readiness - Accuracy/Damage/Slow
- (43) Tempered Readiness - Endurance/Recharge/Slow
- (A) Lethargic Repose - Accuracy/Recharge
- (42) Lethargic Repose - Accuracy/Sleep/Recharge
- (42) Lethargic Repose - Accuracy/Endurance
- (42) Lethargic Repose - Endurance/Sleep
- (A) Luck of the Gambler - Defense/Endurance
- (45) Luck of the Gambler - Recharge Speed
- (45) Steadfast Protection - Resistance/+Def 3%
- (45) HamiO:Enzyme Exposure
- (A) Recharge Reduction IO
- (A) Endurance Reduction IO
- (50) Endurance Reduction IO
Level 1: Brawl- (A) Kinetic Combat - Accuracy/Damage
- (9) Kinetic Combat - Damage/Endurance
- (15) Kinetic Combat - Damage/Recharge
- (17) Kinetic Combat - Damage/Endurance/Recharge
- (A) Empty
- (A) Empty
Level 1: Ninja Run
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Set Bonus Totals:- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 22,4% Defense(Smashing)
- 22,4% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 4,88% Defense(Energy)
- 4,88% Defense(Negative)
- 3% Defense(Psionic)
- 18,3% Defense(Melee)
- 3,94% Defense(Ranged)
- 3% Defense(AoE)
- 4,5% Max End
- 63,8% Enhancement(RechargeTime)
- 3% Enhancement(Immobilize)
- 45% Enhancement(Accuracy)
- 4% Enhancement(Sleep)
- 5% FlySpeed
- 76,8 HP (6,37%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 11%
- MezResist(Stun) 4,4%
- 20% Perception
- 13% (0,22 End/sec) Recovery
- 20% (1,01 HP/sec) Regeneration
- 4,73% Resistance(Fire)
- 4,73% Resistance(Cold)
- 1,88% Resistance(Negative)
- 5% RunSpeed
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Ice/Ice provide too little AoE damage and not that great ST either. Ice Manipulation provides enough mitigation to make any pairing about as safe as the Blaster AT can become. Pair it with Ice Blast and you'll notice Blasters sacrifice too much for relative survivability. In short; the right Scrapper is likely to do as much AoE (which is a Blaster speciality), more ST damage all the while being much more survivable.
Fire/Ice and Ice/Mental are clearly better combinations in my opinion. -
Quote:Actually there are four -4- auras with damage available to Blasters. You rather handily neglected to differentiate between primary/pure damage auras and other auras with significant benefits besides damage. Both Hot Feet and World of Confusion have significant effects other than damage and can be useful. Blazing Aura/Death Shroud is the type of aura you advocate and which is absolutely horrid on Blasters. Instead of allowing the Blaster to arrest faster they will in most instances wind up getting the the Blaster defeated faster. Blasters lack of defenses means they cannot stay in melee range long enough to benefit from a pure damage aura or on teams survive the added attention for trifling amounts of damage. There's a very good reason almost no Blaster ever picks these powers (Blazing Aura, Lightning Field) you know. I wanted to put conventional wisdom to the test and found out the hard way.Which is why there are 3 sets with damage auras and only 1 set with a personal stealth power right? Stealth powers are remarkably low on the utility scale for Blasters, where their primary methods of survivability are range and killing things quickly. Stealth doesn't allow for either of those. A damage aura allows for the second one.
Cloak of Darkness would be infinitely more useful as it allows the Blaster to line up cones effectively (of which Dark Blast have a great deal) without getting aggroed. Combined with Super Speed, Stealth or even stealth-IOs? it will become true invisibility which is EXTREMELY useful for any squishy. Cloak of Darkness would also provide the Blaster with typed and positional defenses which would work in synergy with Dark Blast -ToHit debuffs generating significant survivability (for a Blaster). That there's only one other stealth power in Blaster secondaries is in my book an argument for Cloak of Darkness rather than opposed it as you seem to think. We need new sets to provide actual tangible differences rather than regurgitating the same old news, or even worse - the same old mistakes.
In addition to Cloak of Darkness, something a kin to Chilling Embrace toggle aura would be useful and provide something new to the Blaster arsenal. Call it Essence of the Night or some such and have it provide -ToHit and -DmgBuff debuff in a minimum 10' radius. That or introduce a Blaster version of Chill of the Night (-ToHit and Dmg). Anything but a pure damage aura. I repeat; pure damage aura for the Blasters archtype always was and still is an exceptionally BAD idea. They are remnants of an archtype the Blasters lack of defenses never could become, less useful than the human tailbone. That mistake should NEVER, EVER be proliferated.
Quote:First off, there is a very good reason why I went with BU rather than Soul Drain. BU is a mechanism for frontloading damage. It allows you to get in a very hard hit from range right at the very beginning of a fight, before your enemies have started beating you in the face. Soul Drain requires that you lose that advantage by making an attack while in melee in order to gain the benefit of it.
With all the control and mitigation potentially in Blaster Dark sets, such Blasters wouldn't be as dependent on front-loaded damage as more conventional Blasters. Soul Drain is a formidable AoE attack on it's own and would provide better DPS over time than BU. Cloak of Darkness would let the usage of Soul Drain be more forgiving. It's a risk versus reward thing that meshes particularly well with the thematic primary set and a couple of other sets. Besides, making every set virtual clones of each other isn't good design. Dark has a real chance of becoming a breath of fresh air, something different and interesting for Blasters, a little bit like Shield Defense for melee classes.
Quote:Secondly, you do realize that the Defender and Scrapper versions of Soul Drain are identical with the sole exception that the Defender version has 2.25x the area of effect, right? The differences in damage and buff values are due exclusively to AT mods.
Quote:Because getting a better version of Scare makes so much sense, right? Ranged mez/debuff powers don't really have a place within a manipulation set. I went into the reasoning behind this in that same thread. I once again recommend you actually read it.
Let me be totally clear about this; I'm opposed building a set with clearly superior and inferior powers and then calling the set balanced. That kind of approach promotes cookie-cutter builds and lessens diversity. It is simply lazy and unimaginative. Why so hellbent on perpetuating the design flaws of the past? Fix the old underachievers (of which Blaster sets have many) rather than introducing new ones out of a warped sense of balance.
Quote:Once again, I went into the reasoning behind those numbers which were taken explicitly from existing power designs in the linked thread. You can try to claim that it's more "blasterish" based on whatever you arbitrarily decide, but I've actually got the numbers that blasters are already using supporting the numbers that I came up with, so I'm pretty sure that mine is more "blasterish" simply because I'm using what blasters already have/get. -
I've mostly retired from the game awaiting Dark Blast and Dark Manipulation for Blasters. Hopefully the devs will get around to doing it sooner rather than later.
Quote:1. An immobilization as a Dark Manipulation implies either redundancy with Tenebrous Tentacles in Dark Blast, or that the devs remove TT - the gem of the set - when the set is proliferated. Let's hope Blasters get to keep TT and that a melee KB power replaces your suggested immobilization power.I got into Dark Manipulation pretty complexy in this thread, from a few months back.
Here was my construct:
1. New Power - Clone of Ice Manip Chilblain except for neg dmg and 7.5% -tohit for 11.8 secs
2. Shadow Punch - 1.96 nrg/sma base damage scalar, 5.63% -tohit for 9.9 secs
3. Death Shroud - Clone of Fire Manip Blazing Aura except for neg dmg
4. Smite - 2.6 nrg/sma base damage scalar, 5.63% -tohit for 14.8 secs
5. Build Up
6. Touch of Fear - Direct clone of Scrapper version
7. Dark Consumption - Clone of Consume except for neg dmg
8. Dark Regeneration - Clone of Scrapper version except for 120 sec recharge
9. Dark Pit (or new name) - 40 sec recharge, 15.9 sec duration mag 2 stun, 10' radius PbAoE
2. Ok.
3. Replace with Cloak of Darkness. Damage auras for Blasters = suicide. Stealth ease usage of Soul Drain and other powers best used in melee.
4. Ok.
5. Replace with Soul Drain. Defender version for radius and effect. Scrapper version for damage.
6. Extend range from melee to 40'.
7. Ok.
8. Change into +regen/-regen power similar to Drain Psyche without the recovery boost.
9. 15' radius, 45 sec recharge and 9.5 sec duration would be more blasterish. -
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Ice Patch is fine as is in my opinion.
If I was going to change anything about Ice Manipulation, I'd start with giving Frozen Aura the Tanker treatment and add a damage compartment. A minion only sleep in such a small pbAoE is nothing short of an insult. It's the worst tier 9 in the game by far and the continued neglect balancing the Blaster power sets is a major turn off for me when it comes to this game. -
Quote:Selective comparisons under ideal conditions is where you, and others, go wrong in my opinion. It does not translate well into practical game experience.Not even close.
Tanker SC does base 133 damage at lvl 50 in its current form. Tanker Footstomp does base 63 damage at lvl 50. Add the buff from Rage and fully saturated AAO and we're up to approximately 325 & 154 damage respectively, before enhancements. Total unenhanced damage about 479.
Compare to an Assault Rifle/EM Blaster. Build-Up + Full-Auto alone comes in at 357, not all that far behind Shield Charge+Footstomp in a single attack. A full AOE chain of Build-Up, Flamethrower, Full-Auto, Buckshot brings it up to 712. That's about 50% more AOE damage output than the Shield/SS tanker. That's not even remotely "very close". And the blaster can continue to cycle through his multiple AOE attacks while the tanker is stuck waiting for Footstomp to recharge.
Blasters in general must sacrifice damage to get a tiny fraction of the mitigation all other ATs has. Compare to Ice Blast, Sonic Blast, Psychic Blast, Electrical Blast or Energy Blast, how does your numbers fare then?
Another issue is the ability to make good on damage potential; Tankers are easily able to keep performing optimally in sustained combat and keep dealing damage long after the Blaster has faceplanted or withdrawn from combat.
Shield Defense was introduced with issue 13 late 2008...did it really take the develpers more than two and a half years to discover Shield Charge being grossly overpowered and not working as intended? Pretty astounding if that's the case.
Thanks for the informative reply though. My reaction was triggered by teaming with too many ubermench Shield/Elec Scrappers as of late that have put my alledged DPS monster (Fire/Elec Blaster) completely to shame. -
Quote:I'd agree if Ice Manipulations tier 9, Frozen Aura, got the same treatment as the Tanker version and came with a damage compartment. As is, it's one of the worst powers - if not the single worst power - in the game. Ice Patch could do with lowered cast time, 3.5 secs is too much.I agree we'll never see the old manipulation sets revamped but I disagree slightly with you as to HOW they should be revamped. Mental and Ice are, to me, what all of the Blaster manipulation sets should be. Yes they have some attacks but their primary purpose is to keep the Blaster alive. Not through passive defenses like melee characters but by allowing the Blaster to control and debuff his foes to limit the number of attacks he faces.
As for Mental Manipulation, Blaster Telekinetic Thrust should get the same level of damage as the Dominator version while cast time also being sped up to Energy Thrust levels (Blasters have need of such a power, but it needs to activate faster to have a chance of repulsing the enemy before he squishes you in melee). Mind Probe also breaks the Dominator/Balance scale in favor of Dominators. Scale back Dominator version or scale up the Blaster version. Scare could be turned into a mag 2 pbaoe to become a kind of Lightning Clap equivalent panic button.
Quote:Devices sort of heads that way but suffers a bit due to several very weak powers (cloaking device and smoke grenade in particular) and a general attitude of needing setup time for full effect. If I was designing it from scratch I'd probably give Trip Mine a much shorter cast time (so it becomes more feasible to lay one in combat with care). I'd also see about adding a debuff trap (maybe a poison gas trap with an effect similar to poison gas arrow from TA) and maybe even seeker drones (the low magnitude AoE stun is similar to powers in other manipulation sets.
Quote:I think the problem Electricity Manipulation is that it's a sapping set without reliable sapping. Doing it from scratch I'd change Lightning Field to do more endurance drain and less damage and add in Short Circuit (or a very similar power) replacing either a melee attack or Power Sink (I'd then remove Short Circuit from Electrical Blast and give it Static Discharge instead). The general intent is that a /Electric Blaster should be a good sapper and an Elec/Elec should be a GREAT sapper rather than the current form where /Elec is a so-so sapper, Elec/ is a good sapper and Elec/Elec is a very good sapper.
Quote:Fire and Energy I don't really have any simple fixes for.
Fire: Combustion get significantly lowered cast time. Blazing Aura gets a chance to conflagrate/turn enemy on fire resulting in an afraid effect while something similar to a hostile Blazing Aura affect scared mobs and other mobs in the (hostile aura) radius for a few seconds. Burn could be improved to include resistances (not outright mez protection though) to holds, sleeps and stuns (Accelerate Metabolism levels) for the duration. Perhaps even a slight +recharge, around 10-20, for the same duration? Increase timer on power to balance.
Energy: Energy Thrust get the same damage as Dominator Telekinetic Thrust (scale 1.0 for Blasters and 1.05 for Dominators). Change Conserve Power to something than can be made permanent but yield correspondingly less endurance reduction. Stun turned into a mag 2 pbaoe on a longer recharge. Double duration and double recharge of Power Boost, let KB be affected.
In short; Blasters need more viable alternatives and every Blaster secondary should get more mitigation to help the by far squishiest of all classes to keep from face-planting with too regular and short intervals.
Quote:As a side note, I realize a lot of people like the manipulation sets the way they are and I can respect that I simply feel that if I was designing CoH from scratch I'd have taken a different route with most of them. -
Quote:Fiery Embrace is a 85% damage buff that is up 50% more than either Aim or Build Up. Soul Drain can be enhanced to be up nearly half the time with high global recharge and it is also a VERY solid AoE attack more damaging than Breath of Fire. Surveillance matches Poisonous Ray well? Haha. Surveilance is CRAP compared to Poisonous Ray. Poisonous Ray debuffs more, recharges almost twice as fast, and is more damaging than tier two Blaster powers.Dom BU is a 64% buff vs 100% buff for blasters
Dom soul drain has a 4 min recharge
P-ray is pretty solid, matched well by surveillance though.
Quote:Additionally blasters have aim (which is as powerful as dom BU at 62.5 vs 64%). And defiance which on SO's can easily hit 30-40% damage buff.
Quote:No it isn't. Even counting pets it isn't.
Dominators have little need for secondary effects in their assualt attacks unlike Blasters and is therefore completely free to choose the most damaging set.
Quote:haha, no.
Just to be clear; nukes that causes endurance crash actually lowers DPS unless you have proper endurance tools. Only Power Sink and Consume available in two out of six sets are in practicality able to keep a Blaster going.
Quote:agreed, though worth being aware that their controls are all active mitigation which directly subtract from damage dealing.
Also, and this is important; a Blaster is seldom able to make good on his offensive capacity (where as a Dominator very often can go full out). Simply too little defenses to deal with the aggro generated, need to position cones vs. moving targets (Doms can simply lock down a field), need to reposition between range and melee (Doms have much less need to keep mobile).
Quote:Depends on the team. Control is very often redundant as achieving "enough" mitigation to breeze through content is trivial for teams. At that point a blaster is contributing for more than a dominator.
Quote:The changes made to dom snipes are likely a test bed for all the other AT's. Unfortunately it is going poorly because doms still don't take (outside of mules) or use snipes by and large. They are hugely counterproductive to their playstyle and rank about 50th of useful things to open a fight with.
Quote:If anything, being popular gets dev attention sooner. Just look at how quickly they caved and gave each AT custom versions of Shield Charge due to player demand, when there have been requests for years to adjust other psuedo-pets so they adhere closer to AT modifiers. -
Quote:Dominators have access to Fiery Embrace (or Build Up) as well as Soul Drain and Poisonous Ray from their epic pools, so I wouldn't exactly say they are inferior to Blasters when it comes to direct damage boosting powers.I'm not sure I'd call Dominator damage "better," partly because they lack Aim AND Build Up, partly because they lack AoE as a general rule and partly because their damage mods are kind of weaker, but I can go with "competitive," because it is. I tried playing Dominators, though, and it didn't work. They're not Blasters, that's what I learned.
Dominators single target damage is in general better than that of Blasters, while their AoE damage easily rivals or exceed half of the Blaster sets. At the same time their defenses is several times as good as Blasters through heavy control which also support the entire team. Dominators benefit slightly better from pool powers. Dominators are vastly better soloists and bring more to their teams.
Dominators having superior snipes is just adding insult to injury. I've long suspected the developers of this game have a really strange and outdated view on AT balance. Despite their obvious shortcomings, Blasters remain quite popular, at least at low to medium levels. The living on the edge game style is certainly more exciting than any of the other much safer ATs! I believe this popularity is holding back fixes which the class by all means should get. -
Quote:Fire/Ice is a very solid combo. /Ice covers the defensive weakness of Fire/. It provides good synergy with Rain of Fire and Shiver. Ice patch is excellent early on until fast moving teams of higher levels make it a little redundant.Fire/Ice definitely feels like a fun, safe choice, but a couple of other combos have recently caught my eye. Fire/Mental and Fire/Elec. How are those for ST burst? And AoE?
Fire/Mental is excellent for AoEs and provides mitigation through fast mass arresting, through -recharge debuffs, through Drain Psyche (though in some cases the use is just as likely to get you killed), and through World of Confusion (made quite useful with purple confusion IOs).
Fire/Elec is good at AoEs and very good at ST burst damage. Power Sink makes using Inferno less situational. You WILL faceplant a lot though as you have next to no mitigation and will grab a lot of aggro while also moving into melee quite a bit. -
Quote:1. Shield/SS Tankers still outdamage most Blaster AoE combinations or at the very least they come very close. I'm aware BaB has stated Shield Charge would be nerfed but I don't see the devs nerfing Shield Charge that much and risk offending the hordes of Shield using Brutes, Scrappers and Tankers.There's a bit of an issue with using those two examples.
1: Shield/SS Tankers aren't nuking anything instantly. I've got one. They simply don't have enough damage output.
2: Shield Charge is overpowered and not working as intended per Castle, and is going to be nerfed. So that Elec/Shield Scrapper isn't going to be insta-nuking every spawn either anymore.
2. Isn't Lightning Rod even a greater offender though? That power alone is a mini-nuke that is as good as or better than anything in the Blaster arsenal. Why pay the rather heavy face-planting price of a Blaster (the one thing the AT generally did better than most other ATs were AoE damage at the cost of personal defenses and team support) when you can have your pie and it it too with other ATs? -
Keep it simple! Better costume customization would suffice for me.
Rocket boots which animated/flared while actually jumping with Super Jump and Combat Jump would be excellent news.
Changing the animation on Super Speed from the glowing orb at the feet nonsense to something leaving a short trail of blurred translucent images of the runner would be great. A similar effect could be added to Hasten (making the hastened character blurred at times). Rocket boots that flared while moving with Super Speed would likewise be nice.
Flight already benefit from rocket boots and wings, but a small Sky Raiderish jet pack (that activates with Fly or Hover) would be a very cool costume addition. -
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Quote:I've heard that too many times on these boards. Of course, no one NEEDS just about anything. But if you plan on having fun, if you plan on keeping up with your team to contribute in a meaningful way and plan on being to be competetive, then it's not practical to be without Stamina for most power sets in the game.It would change nothing. People would still be gasping for air, and going "I NEED STAMINA" look at the VEATS, who get extra END REC as their inherent ability.
No one NEEDS Stamina. We all want it, because we love going fast and love going nonstop.
Higher base recovery would make a bad situation a little better. Nothing more, nothing less.