TwoHeadedBoy

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  1. Quote:
    Originally Posted by DreadShinobi View Post
    No, he doesn't run Hasten due to personal preference, so it's not perma drain psyche. But if someone was trying to mirror his build in some way it could certainly be added to their build.
    I'm not sure if I agree with that.
  2. Light Form also gives status protection and can be perma'd.

    Also: It looks like that new power pool that leaked on beta, Sorcery, has toggle damage resistance/status protection powers if I remember correctly. Not sure if it is APP as that would make more sense due to being potentially OP, but it also has a hybrid teleport/fly travel power in it which implies that it's a standard pool. I can't find the info on it anymore so I might be remembering some things incorrectly.
  3. Quote:
    Originally Posted by DreadShinobi View Post
    If you looked at the power tray you would clearly see Fire Shield toggled on.

    Also, it's not perma drain psyche, obviously though, he doesn't have issues with survivability.
    And his build can solo GMs, which as I quote from you saying before, is all the dps you need.

    And as I've said before, even if Drain psyche is down, your health isn't going to instantly vaporize, especially if you have other layered mitigation like he has.
    That's fair enough, I prefer to keep it perma on my builds but as you already know Archery needs it more than fire does for ST and I like the added mob survivability all the time.

    Misunderstanding- I thought you said earlier in this thread that it was a perma DP build.
  4. Quote:
    Originally Posted by DreadShinobi View Post
    http://boards.cityofheroes.com/showt...38#post4139538

    I never said it wasn't overall optimal or that there weren't sacrifices made, just that it was possible, and that a blaster _can_ have as much survivability as a melee at. Obviously you could also make a more balanced build with higher +rchg and just S/L softcap or just ranged, or S/L/R.
    Don't see global recharge or any indication of perma Drain psyche or damage resistance. I agree with your point, see this build. I just don't think this build you're mentioning has those defense totals stacked with perma drain psyche and a resistance shield. It just doesn't seem possible to make a viable build meeting all those requirements- The most reasonable thing I could do with perma DP and a resist toggle was 32.5% defense to all positions (which is actually better coverage overall anyways with just a small purple.) Building those numbers to 45% would require sacrificing recharge that would cost me perma DP.
  5. Quote:
    Originally Posted by EvilGeko View Post
    And the majority of the playerbase considering the relative popularity of the class.
    You can't derp your way through playing a Kheldian, it's not Willpower. For a lot of people, having an understanding of what you're doing and keeping it in mind while you play isn't attractive compared to the alternative.
  6. TwoHeadedBoy

    Kheldian Fashion

    Doom makes the best costumes.
  7. I'm not sure if I can buy a viable build that hits perma DP softcapping 4 types and a position. 32.5% absolutely but hitting the 45% mark for everything and having DP perma you must be gimping enough things to a point where it probably wouldn't play optimally.
  8. told ya.
    Edit: By the way this should serve the dual purpose of an Arbiter Hawk appreciation thread. He did this and all the Peacebringer buffs in i21. Thanks for all your work, the aliens appreciate it.
  9. Quote:
    Originally Posted by DreadShinobi View Post
    Clarion is not mandatory. Break Frees are fine if you can manage inspirations properly. And while my Fire/Elec does have Clarion I only really use it for mez heavy tasks like the LGTF or UGT, otherwise I run Rebirth. 4-8 break frees are plenty for nearly everything in this game. It should also be noted that my fire/elec isn't ranged softcapped, so it's not like I'm dodging all the mez. Rebirth (for non mentals) or Barrier (for mental) will give more mileage for a blaster in terms of overall survivability than clarion will in most content.
    One of the things I stress for my personal characters is self sustainability- Relying on break frees to me is not a valid means of status protection since I solo a lot (I'd go through the whole tray before I finish a mission) and I play on the front lines (same problem, though I might get more use out of them.) My human Warshade has every Destiny tree at t4 so that he can take advantage of Barrier/Rebirth/Ageless on leagues when he's not as likely to get hit with mez or others have Clarion. I haven't collected Incarnates as extensively with my Blaster but I'm not ruling out a similar approach. For now though, Clarion is the best path for guaranteed self sufficiency at all times.
    Quote:
    the 'running ahead to the next spawn' trick isn't 100% effective either.
    How do you figure?

    Quote:
    Fast teams won't just penalize Archery for it's activation times either in comparison to fire. Fire will have it's good aoe up for every spawn, on fast teams archery won't have RoA up every spawn. At best RoA is about a 15 sec rchg iirc, the same as RoF.
    RoA doesn't strictly *need* to be up for every spawn- E Fences>Explosive Arrow>Psychic Shockwave is perfectly viable AOE during the downtime, which is 20 seconds max on my build. Rain of Fire has the same base recharge as RoA and Fire can't benefit from a Force Feedback proc in its tAOE. I'm not sure how this equates to a shortcoming at all. Beating the rest of the team to the alpha strike OR casting on the next spawn from the previous one are both equally viable tactics to employ.
    Quote:
    Not only that but just with how hard Fireball+Firebreath can hit by itself on a blaster, it's really all you need to clear a spawn. To put that in perspective, my fire/elec can solo a BAF door on a league of 24 (meaning max spawn size, spawn rate, and max Lts) pretty much just with Fireball+Firebreath, with blaze to pick off misses. An archer won't be able to RoA that fast and their other aoes don't hit nearly as hard as ball/breath do.
    First off, I have to point out that "soloing doors" on BAF is the definition of poor team play- Dropping circles on the middle door of the south choke point occasionally is one thing, but to position yourself at a door exclusively without utilizing the choke point technique does more harm to overall team/league efficiency than anything else. Second, cones in my experience very rarely hit their target cap, especially a short range one like Fire Breath. Next, using RoA on that south door is very very easy. You can actually que it up before the door even opens, and all enemies will be hit by the arrows before they even exit. This works with RoF also.

    Also for your example, don't discount the fact that escaped prisoners is one of the few situations in the game where knockback is a valuable tool, adding to the usefulness of Explosive Arrow. Running mobs knocked on their backs are very unlikely to escape.
    Quote:
    I've played Archery blasters before, and I've had few friends that have played archery toons as well maxed out, and I've seen archery blasters farm. The AoE isn't as superior to Fire as you make it out to be, and the ST dps isn't even close. Not to mention redraw.
    Fire's AoE is good, I'm not saying it's bad- But it can't compete with Archery. yes, Fire's ST is better, but Archery/Mental can already solo the hardest single targets in the game without any outside buffs/pets/help/insps/temps/etc. To me, once you can do that, you don't really NEED any more ST.

    Also, thought the set's DPS might not be top tier, Archery has a very good burst ST attack in Blazing Arrow. Aim>Concentration with Assult, Reactive and proper slotting/proccing means that Blazing Arrow can hit for over 950 pts of damage.
  10. Quote:
    Originally Posted by MrLiberty View Post
    Forget comparing Inferno to ROA.

    Here is what you pretty much have to look at.

    Fireball : 84.46
    Firebreath : 109.8
    Rain of Fire : 125 over 15 seconds.

    319.26

    Fistfull of arrows : 56.93
    Explosive Arrow: 56.31
    Rain of Arrows : 225 with a 4 second cast.

    338.24

    They are close, and as someone said its all about delivery. Fire has a fast punch in Fireball/Breath but it takes much longer for RoF to do its thing. Archery has the large burst you can do while LOS'ing mobs to greatly reduce the alpha you take.

    Inferno is something to use when you have some blues and want to make an extra spawns worth of aggro mostly disappear quickly.

    As much as I liked ROA nuking things, I ended up playing my fire blaster much more because Blaze is just that awesome. With archery you have to be first into the spawn if you want RoA to do much other than finish off some LT's and damage some bosses. On fast teams with equally fast players I found my only option was to pretty much ditch out on finishing off the last spawns bosses to get ahead and have the upwards of 5-6 seconds in animation time getting Aim/BU/ROA to cast before anyone else got there, where on my fire blaster I could help a lot with bosses thanks to the awesomeness that comes from having blaze up every 3 ish seconds and still be at the next spawn with everything else hitting Fireball/Breath to melt the weaker foes.

    Looks like a big part of that is resting on Fire Breath vs. Fistful of Arrows. I never use cones on my Blaster builds- For this purpose they'd both be reasonably replaced with Psychic Shockwave which would obviously be the same on both. That leaves RoA vs. RoF and Fireball vs. Explosive Arrow. Something that'd be hard to quantify there is the fact that Explosive Arrow takes a FF +recharge proc to bring RoA up more often but even without that, you'll see a wider gap in AOE performance favoring Archery.
  11. Quote:
    Originally Posted by Tater Todd View Post
    First of all just to let you know I'm not attacking you. I love Playing Devil's Advocate and I love discussion. I also like trying to be Non Biased since I prefer Archery over Fire as well.
    Didn't think you were, just explaining my train of thought.
    Quote:
    I have a Ice/Dark Corr and yes he has to re-toggle Assault after a Nuke but I have no issue with the lack of end from the Crash from Blizzard or Burnout...but Ice isn't as bad as Fire when it comes to end. Also with Drain Psyche one can gain back lost end if you combine it with T4 Ageless...heck it takes a lot to stop T4 Ageless in it's tracks alone.

    My combo is normally Ice Storm, Blizzard, Ageless, Burnout, Ice Storm, Blizzard....yes I got off on a tangent lol.
    I'm not saying the crashing nukes can't be used effectively, just that it's not efficient overall. All of my characters have a high standard for defense and resistance so that I can solo stupid things that aren't supposed to be soloed with them- That means lots of toggles. If I were to use a crashing nuke on a Blaster, it would mean that I would have no choice but to kill everything in one shot if I wanted to survive. On 54x8 with bosses, it's just not gonna happen, and I don't need it to anyways. Even if crashing nukes do more burst damage than RoA, they don't do more damage than 6 casts of RoA, or even close to as much damage over the course of a mission. Why would I sacrifice my toggles and my endurance for less damage with a nuke overall? Rain of Arrows has a 60s base recharge VS. 360s on the crashing nukes. Yes, I'm pretty sure they all have higher DPA than RoA does, but RoA can be used 6 different times per every single use of the crashing nukes without any penalty. It's a no-brainer for me.
  12. Quote:
    Originally Posted by StratoNexus View Post
    Both are ridiculously awesome. In some cases Fire is much better due to the speed of delivery; sure its only a second or two, but I have seen plenty of arrows land on things teammates have already made dead and I have seen plenty of Archers (including my own) compensate by moving ahead and taking the next spawn and playing leap frog with the team.
    I agree that Fire Blast is a good set, but combined with my philosophy for playing Archery/Mental (more like a Bow Melee/Psionic Armor Brute- Pretend you have a Fury bar) the cast time penalties of RoA are made up fairly easily. If the rest of your team can wipe an entire spawn in less than four seconds, you're better off doing like you said and playing leapfrog, or helping out with the alpha strike and then starting in on the next group as the rest of the team wipes the last bosses from the previous one.
  13. Quote:
    Originally Posted by Tater Todd View Post
    Hrmm, I wish I was math inclined...I wonder if you throw in Ageless after firing a nuke and using Burnout would it even come close to the numbers of Arch/MM...probably not...come to think of it, it probably would end up hindering you more than helping considering the goal is constant pure damage.
    First, Fire's nuke has around 4 times the base recharge if I'm remembering correctly. Second, it already wrecks your endurance and your recovery every time you use it, and Burnout has a massive endurance penalty. Even Drain Psyche and Ageless can't completely cover your losses since you'll have to retoggle everything every time you want to use your nuke... It's just not efficient at all.

    Edit: Inferno actually has six times the base recharge of RoA.. Ouch.
  14. A Radiation defender might be a good choice- You can debuff tohit and damage and you have a fairly fast cycling AOE heal and ally rez. Dark Miasma might be more defender-y and useful for your purposes with the mass ally rez and more reliable -tohit, but Radiation will be better if say, you're stuck on a team trying to down an AV and everyone is struggling. Recall Friend would be a useful level up power to consider along with the Leadership toggles for both sets. For secondaries, Dark Blast is a good choice for the -tohit and controlly aspects but I personally prefer Sonic for obvious reasons.
  15. Quote:
    Originally Posted by Black_Assassin View Post
    So you're telling me that taking boxing, tough and weave - useless power, +3 mule and LoTG mule is better than say manoeuvres, assault and vengeance? 2 LoTG mules and 10% damage increase?

    I don't quite get that considering we already have a free +3 def mule in temperature protection
    Huh? I have those powers too. Tough doesn't have to be used. There are two 3% defense IO's, it's a one slot wonder and Weave is worth it. I don't see why you wouldn't take Weave, it's tied for Maneuvers as the best +defense power available to you. What are you saving power choices for that you think you need to choose between Fighting and Leadership? You don't need single target attacks on a farming build.
  16. Ageless won't do anything to help Fire catch up to Archery's AoE, and until hybrid comes out Clarion is basically mandatory for Blasters, especially for a set that thrives on melee play like Mental.
  17. Quote:
    Originally Posted by Black_Assassin View Post
    Maybe next time don't include such a massive prize fund, this will mean that people wont be anal about 'winning' and therefore cannot get annoyed if the build goals change etc
    I have a feeling the OP was bluffing and doesn't even have the prize fund, and is now either stalling in an attempt to collect it or won't be fronting it at all since they clearly stated that they did not expect their goals to be attainable anyways. For this reason I don't expect to be declared the winner since I met the "bonus" criteria also- It would be much cheaper for the OP to select a winner that qualifies for less of the prizes offered (assuming they shell out anything at all.)
  18. Quote:
    Originally Posted by Memphis_Bill View Post
    I'm actually not quite as big on this for a PB (despite mentioning it elsewhere) for one simple reason - Essence Boost at 4. Warshades don't really get anything quite so important so early. So at most you'd be shuffling two slots.


    I'll take my 6 slotted Orbiting Death over your flying sushi any day of the week.
  19. Archery/Mental has stronger AOE damage than Fire/Mental with a crashless nuke that can be cycled 3 times a minute or less and a targeted AOE that can be cycled every 5 seconds or less, and the latter takes a Force Feedback +recharge proc to bring the nuke up more quickly. Fire has better single target damage than Archery but that hardly matters because Archery/Mental can solo GM's without pets/temps/inspirations anyways. I don't see the point in sacrificing AOE for better ST damage when you can down the hardest single targets in the game by yourself on the set with better AoE... Unless you just want a Fire/Mental for doing it more quickly.

    Archery/Mental/Mu can solo GM's, solo just about every enemy group in the game on 54x8, farm as fast or faster than top tier melee sets, take alpha strikes for a team, regenerate over 100 HP per second permanently, debuff regen, sap endurance and debuff recovery, permanently confuse a group of level 54 minions and LT's, amongst other things. It's not a question of the "ultimate Blaster," it's a question of the ultimate character, period.

    Right now I run a perma Drain Psyche, s/l Softcapped build on my Archery/Mental. I'm working on a positional defense build with much higher potential for survivability but I still have some kinks to work out. Here's the general idea of that build:

    http://boards.cityofheroes.com/showp...&postcount=255
  20. It's actually possible to get a high recharge, well slotted Blaster build with good positional defense if you consider the alpha slot. The totals and enhancement values on this build are very close to the s/l softcapped build I'm currently running on my Blaster, but it trades the s/l softcap for 32.5% defense to all positions (a small purple from the softcap.)

    There are a couple of things I can't reconcile that prevent me from using this on live, such as Drain Psyche being almost a full second from perma (that concern could be alleviated by running Ageless and using Hybrid for status protection when it comes out) and no room for a Hecatomb proc in Mind Probe. Other than those nuances, it's a perfectly viable build. With Hybrid and the next ATO set I might be able to use a variation of this on live.

    The build uses Agility and Accolades so turn the Incarnate/Accolade tabs on.

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  21. Quote:
    Originally Posted by Diggaroo View Post
    After gaining some inspiration from your PB's build, I decided that I wanted to create one hell of a PB. The reason I shelved my shade' was because I unslotted some pretty important enhancements from him and then placed them into my PB. I'm not going to lie; this is the most fun I've had playing my PB in a very, very long time. He is a force to be reckoned with. I've managed to take on wave after wave of +3x8 Malta in a tip mission without dying once (even if I did, I have a self-rez to accomodate for the minor downtime), I've held Anti-Matter's attention throughout Keyes Island, dragging him through reactors to different consoles so they could be deactivated with relative ease, and I've saved some people using Glowing Touch and my Dwarf antogonize. I'm -really- happy with how this toon has turned out after rebuilding him, and I've actually had a couple people I've teamed with comment on my build in a positive way, saying they've never seen a PB do the things I did while on their team (which just goes to say that most of the general public has not seen a lot of these forum goers in-action lol.)
    Ever since issue 21 the question for me hasn't been whether Peacebringers could do difficult things, but how well. Warshades set the bar so high and Peacebringers just don't have the tools to compete offensively, and depending on how you look at it, defensively through controls.
    Quote:
    Also, another thing I'd like to point out about the PB that I truly do enjoy (when looking from a WS's standpoint) is the fact I don't rely on a constant supply of food to maintain efficiency. In fact, I'm the opposite of the Warshade. I benefit when I wither away my foes, rather than losing a well-needed feed to continue fighting. It's feels good, having my Light Form and Inner Light up and ready whenever I need them.
    If you played a human form Warshade you would never need to rely on food for efficiency, it would just be a nice luxury to speed things up. My Warshade has 32.5% defense to all positions. If there aren't enough enemies to saturate Eclipse, I don't need Eclipse. Killing isn't slow without a Mire either. If there aren't enough enemies left to saturate one, your fluffies would kill them all by the time you finished casting the power anyways. The only reason why down-time buff wise could possibly be equated to deficiency on a Warshade is how unfairly good a Warshade becomes *with* its self buffs fully saturated.

    While a Peacebringer is plenty stable defensively, it never excels offensively. That's not to say that a Peacebringer is bad offensively, but it's just designed to be mediocre. There isn't a whole lot of difference between a Peacebringer all the time and a Warshade when it doesn't have fuel. The reason for this is that if there isn't enough fuel, there's no need for the Warshade's self buffs in the first place. The only exception to this rule would be AV fights, but Warshades will even outdamage Peacebringers in that situation with 2-3 pets up.
  22. You want to read The MFing Peacebringer guide.

    Wait...

    Damn it, Dechs.
  23. Quote:
    Originally Posted by Freefall View Post
    heh heh...this made me think "LOLZ, warshades suck because they need everything clumped together." and "LOLZ, melee sucks because a little KB and they suddenly cant hit targets that ranged characters still can"
    It seems like the standard "Play like me or you are doing it wrong!" affair.

    People seem to like my PB on teams. I fill in for what the team lacks, or I just go after Lts if the team is balanced. If it is an all DPS team, they are happy to have a lobster smashing around sending enemies flying all over the place. If it is too tanky, they have never minded a bomber-squid or smashy human doing the DPS that they cant. If it is balanced, I tend to solo-crush LTs while the DPSers murder bosses and AoE minions before either really matters.
    I can't say I have ever gotten complaints, or anything but "That was awesome, thanks for joining us." for that matter. Solo, I am better at ST anyway, so spread enemies are just a bunch of ST soon-to-be victims...and if they are melee, they are emo-raging about not being able to hit me because they got KBed out of their reach XD

    then again...my point may be invalidated by the fact that I don't play with TEH S00PER 1337 HAXorz Min/Maxorz...and I am a noob...*shrug*

    Disclaimeroid - my WS is 50 while my PB is only 40something...I love them both. I prefer soloing with my WS, and teaming with my PB. I choose to play classes that are not effected by things like KB [control or ranged].
    I get pretty passionate during my anti Peacebringer rants because at heart, my Peacebringer is one of my favorite characters. I get frustrated and carried away sometimes when I complain about their deficiencies because I want them to be corrected so badly. I want it to at least be a possibility that my Peacebringer be as effective as my Warshade, but there are still some fundamental design flaws in the AT that need to be corrected before that can happen.

    By the way I'm glad that your first ever post on the forum was dedicated to taking the time to passionately disagree with me about something. I'm nothing if not inspiring!
  24. Quote:
    Originally Posted by UberGuy View Post
    Except proclaim "lolveats".
    Everyone knows that VEAT's are numerically awesome. I would be dumb to dispute that. I lol at them for the same reason I lol at sets like Willpower, because even though they're very solid I find them dull and I can't see the appeal in playing something that does all the work for you. I like reactive, hands on play more than anything else. Toggle and forget just doesn't do it for me.
    Quote:
    I don't see you in other threads telling people they should use those powersets.

    Whatever man. I'm done.
    I recommend what I enjoy. I personally don't like ranged play at all which is why I can't personally suggest /Energy. I also don't like Beam Rifle from a non-aesthetic purpose, so I don't recommend that either. I do enjoy Mental Manipulation. I think it's a very fun and rewarding, hands on powerset that benefits from careful build planning and attentive play. I tend to spend more time talking about things that I'm personally enthusiastic about than things I don't really care for. Just because I don't like something doesn't mean I expect everyone else to not like it either, it just means I don't like it.
  25. Quote:
    Originally Posted by UberGuy View Post
    How powerful something is "out of the box" is only part of the picture. Shield Defense isn't that hot without IOs either, yet there was a pervasive message on the forums that if you were going to build out with IOs, if you care about maximum performance you should use Shield Defense as your foundation. That's the same fundamental message you're giving about */Metnal and Drain Psyche. And you aren't just mentioning here and there and moving on, you're parading it in people's faces in multiple threads, and breaking out posts like "lol [yourcharacter]" in response to other people's posts about what they can do. You're promoting the very kind of forum undercurrent that catches the devs' collective eye.

    Let me be absolutely clear: I'm not going to be PMing the devs asking for DP to be nerfed. I'm trying to make clear to you that your behavior is just the kind of thing that can precipitate it. Now, that's hardly to say that the devs couldn't decide to change it without that kind of input, if they thought it needed it - they aren't slaves to forum trends. But if you're actually successful in convincing readers that the only way to go for a high-end survivable Blaster is /Mental, and DP is why, then you're certainly recreating conditions that have lead to adjustments in the past.
    The thing about the SD thing is that every other secondary wasn't underperforming, so it's not really a fair comparison. I would love for other Blaster secondaries to be buffed, but even then, certain sets will already be better than others. It's like Illusion on a Controller, Super Strength on a Brute, Fire Blast on a Corruptor, Sonic on a Defender, etc. Mental is hardly the only example of one set performing above the rest. Dominators have access to Drain Psyche also, and it's a stronger version, but /Psi isn't the be all, end all of Dominator secondaries. The reason for this is that they have other good secondaries. Mental only stands out so much on a Blaster because of how deficient the other Blaster secondaries are, and Dark really isn't even that bad. Actually for ranged Blasting I would say that /energy is very viable also- A Beam Rifle/Energy Blaster could almost certainly accomplish all the same single target feats that an Anything/Mental could.