Ultra1

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  1. Dangit! I Raced here to ask if Glowies would emit a "Bwomwomwomwomwom" to make them easier to find with your speakers off
  2. /cry cause this isn't in guide to guides yet
  3. Ultra1

    Blaster Damage

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    then they would out-damage the Scrapper even more if they use their Secondary.


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    blasters secondary is NOT based on melee !!! it's support !!!

    don't count on secondaries if you want to compare damage between scrappers and blasters

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    When your Secondary has SIX attacks in it (Elec has Charged Brawl, Havoc Punch, Light. Clap, T-Strike, Shocking Grasp and Lightning Field) then there is NO sane way you can call that 'support'.

    Elec Fence, BU and Power Sink alone in a Secondary with SIX attacks does NOT constitute suport IMHO.

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    check in game when you want to create a blaster : it says "primary : ranged damage" and "secondary : support"
    Secondaries are supposed to increase the survivability of a blaster by giving him some nice tools like buildup, consume, targeting drone, conserve power etcc... and by giving him some nice melee attacks in case some crazy mob would attack our friendly hero on melee

    If you consider melee as useful as ranged then you play a blapper. It's your choice but don't try to push me on melee if i wanna play my blaster as a blaster. I have firesword and FSC but i don't use it in my chain cause i'm not supposed to go melee.

    i don't need mez resist, defense, regen etc cause i'm playing behind the tank where i'm supposed to be as a blaster. Blaster just need to outdamage scrappers when you consider ranged attacks. If you wanna be powerful with your fists/legs then go play a scrapper

    i'm definitly not saying that secondaries are all the same when i say support. I know device is really different from elec or EM ^^
    But that's the way devs designed/described blaster secondaries and blasters are ranged attackers not meleers sorry

    blaster description quoted from www.coh.com
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    Blaster

    The Blaster specializes in delivering massive damage at range. They have very little defensive potential, other than the ability to keep the enemy at arms length.

    A Blaster can solo successfully, if he remains aware of his situation at all times, but this archetype really comes into its own in groups, where Defenders, Scrappers and Tankers can take the brunt of the enemy attacks, freeing the Blaster to use his offensive potential to its fullest.

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    You're reading outdated material, first off. There was a thread on here last week basically debunking the theory that blasters were Ranged/Support. It is pretty much the consensus that Blasters due to various unintended effects of game updates or nerfs ended up with some shortcomings.

    First the whole "Range as an advantage" issue. This would be true if 9/10 of enemy attacks could somehow be nerfed by us being out of range, but everything in the game deals decent ranged damage now. EVERYTHING.

    secondly, the whole "Support" as a secondary, Have you looked at /Fire ? The whole danged set is PBAOE( =melee range) and MELEE!!! The only things in there that are remotely supportive are buildup (FOR MOAR DAMG) and Consume which is pretty much and end buff slapped on a MELEE ATTACK. Ok you can count the root, but does that mean the primaries are support too since they come with aim and a hold? Devices and Energy are the only two secondaries which I would remotely consider as support sets. and they both deal some decent MELEE damage.

    Third, When ED hit blasters took a major damage hit. We look like we do alot, but in reality, my thunderous blast can't even take down a group of 4 whites. And it's slotted Dmg,Dmg,Dmg,Rec,Rec,Acc (not to mention target drone going)
    I suppose I could swap out the Acc for another damage and nerf my percentages for a small dmg boost, or the Devs could Fix blasters so that we deal damage. If I'm going to be OOE for 5-10 sec then i should at least be able to kill 4 whites.

    Buffs Are Relative To Archetype. Does it seem like we could have as many DEF and RES buffs as we want on and still not be able to do survive without a controller or tank. I mean I took the medicine line just to try to compensate. How many other archetypes can solo their missions on invince? Sure it's working as intended, but when nearly every other class can solo, what is the point in grouping with a blaster......oh that's right...Damage?

    The point is, that the AT description sure, says Ranged/Support, bu it also says "Massive Damage At Range", and I'm not feeling the range or the damage.
  4. I was hunting. But didn't know what I was supposed to be hunting for.

    So I spot this tall female character in only a thong and and nipple coverage. I immediately thought YES!! Hunting complete. Then she took my Mu Vestment and 1/2 my inf and left me standing by the monkey cage in Pocket D.

    Now, thanks to this guide, I know better than to hunt hotties! I Kill Skuls!

    Thanks Go. Hunt. Kill Skuls guide!
  5. If a mod thinks this is decent please add to the guide to guides, as the only other elec/dev guide there seems old.
  6. A. Faqs
    B. Powers
    C. Techniques & Tips

    [u]A. FAQS[u]

    1. Why am I writing this?

    Simple. There arent enough guides to Electric/Devices out there, and I'm sick of fire blasters telling me how gimp I am.

    2. Robot Kombat?

    When I created my character I did so blindly, with NO research. I tried to make a character that is a cyborg, blasts, but doesn't use guns. Elec/Devices was a natural pick.

    3. Why Elec/Devices?

    Why not? I can't stand playing scrappers and tankers, spamming 3 attacks over and over again is boring. Electric/Devices gives you a wide array of powers and abilities. Alot of other blaster specs are one sided, from AE to Blapper to Blastroller, I wanted something that was fun solo, or in a group. Something with damage, survivability, and utility.

    4. Why are other people wrong about this spec sucking?

    I hear it all the time, I don't do enough damage, I die too much, I don't have any good AoEs, The Sentinel sucks. More on the sentinel later, but most people have the conception that electric = single target end drain. After Enhancement Diversification, there is very little you need to slot for, so you can slot for damage, and end drain, and forget accuracy because you always have target drone on! As for AoE? I can walk into a group of 7-12 white/yellow minion/lieutenant and chain Lightning Ball + Short Circuit + Thunderous Blast and everything dies, and if something happens to survive, it is completely useless and drained of end.


    5. Why are other people RIGHT about this spec sucking?

    Well First off, Enhancement sets! Accuracy and End cost go to hell, we need end drain =( currently most sets give accuracy and only 1 horrible set gives end drain. Slot carefully.

    Secondly, Our Damn Good Abilities have damn bad downsides. Our uber powerful ability leaves us completely drained of end and unable to continue fighting....and there is absolutely nothing to do about it except eat blues. Auto Turret is rarely useable in a tough battle, because it takes aggro and dies easily and takes way too long to recast.

    Third, We are vulnerable. 1 stun/mez/sleep/anything to knock toggles down can sway the battle immensely. The defiance bonus as of Issue 10 still isn't enough to help sway the battle back in our favor. I remembered wanting devices to make up for lack of Aim, thinking a toggle would be better, yet the toggles get knocked down so much, it seems almost like a casted buff.

    Fourth, Our abilities DO NOT synch well together. Zapp is a snipe, yet Voltaic Sentinel will sometimes pull for you....or not even attack at all. We are not meant to battle up close, yet Caltrops and Short Circuit require us to get right in their face. Bombs/mines and turret require a lot of time to place and are all interruptable, so by the time you zapp, the pet timer is already half used, or you're ready to place more mines.

    ALL OF THESE can be overcome with a little planning and intuition. Remember. We are a UTILITY blaster. We do a little bit of everything, so use strategy for every fight and these little annoyances won't seem so bad.

    [u]B. Powers[u]

    Charged Bolts - Your Secondary Attack. Deals crap damage, but with a recharge as fast as this, it will be the one you use the most.

    Lightning Bolt - Your Main attack. Deals nice damage and end drain. It can usually finish easy minions if zapp didn't

    Ball Ligntning - Your Main AoE. Crap damage + Crap Dot = moderate overall damage. You find yourself using it as a single target nuke more than AoE though.

    Short Circuit - ONLY TAKE THIS IF: A. End drain is a major part of your strategy and/or B. You expect to fight robots constantly. Nice to use at low levels and then respec out of after you are done with all the clockwork/council content. The damage is just too low against everything but robots.

    Aim - You got Target Drone. If you don't want to be utility, its ok to take for the damage buff, but personally I like having 4 pools including epics. Basically take this if there is nothing else you want. (more about this in tips section)

    Zapp - Snipe. Great damage, Superior range. Use this to pull apart enemy groups and just get 1-2 enemies or if you have hover to stay out of reach of enemies and pick them off one by one. If not in an AoE or assault rifle interrupt effect, then you usually can get these off in normal combat as a 3rd single target ranged attack.

    Tesla Cage - I almost didn't like this until I got to harder missions. Now I always use it to cage the Lieutenant until I pick off all the minions. It's also handy if you have a melee enemy in your face and you know it's going to hurt if they hit you. Enemies can't do anything while in the cage. You can also use it to keep them from attacking until you get their end drained. If used right, you can take 1-2 oj/red minion/LT without ever taking damage because they will always be either caged or ooe.

    Voltaic Sentinel - A big debate on these boards about this one. I say if you don't take it, go ahead and reroll something else. This thing hurls charged bolts constantly, it does use alot of end, but not a HUGE amount, not as much as if you were to cast all the charged bolts its gonna cast, not to mention it can take one down while you take another one down. Three things about it though, it stays behind you so you have to be close enough to the targets for it to be in range, it's not its own being so it can't take aggro, you take any aggro it gets, it CAN pull on its own which can be a good or bad thing depending on how foolish you use it.

    Thunderous Blast - Heavy AoE damage. Heavy End Drain. However it drains your end too...and you can't recover end for about 5-10 seconds. Keep blue skittles at all times when using this. Make sure you slot it for recharge redux.

    Web Grenade - Piece of crap, but its mandatory being the first secondary. Chunk 1 accuracy in it and only use it when trying to kite multiple mobs in conjunction with Caltrops and Cage.

    Caltrops - The most underrated ability in the game in my opinion. Causes most nonplayer enemies to slowly run around like they are stupid. Great for blocking doors, AoE strategies, and Kiting.

    Taser - Anything that says minor damage, and doesn't do anything decent, has short range and slow recharge automatically goes in the reject pile. I've never used, and you won't either.

    Targeting Drone - Just read the description:
    Self Toggle +Accuracy, +Perception, +Resistance(Debuff ToHit)
    If that isn't sexy to you, allow me to translate. You rarely miss and you can't be effectively web grenaded or stealthed against and it only needs recast when something knocks your toggles down. The only drawbacks are that sometimes toggles go down alot and Stamina (fitness pool) is a Mandatory when you have this (as if it wasn't without this)

    Smoke Grenade - Very useful, however accuracy needs dealt with as this is an AoE that needs to hit EVERYTHING or it's useless.

    Cloaking Device - Defense + Stealth. Don't get the Stealth pool.

    Trip Mine - BOOM! My main complaint about this is the long recharge timer and interrupt. You can't cast it in battle cause of the interrupt, you dont really want to cast more than one beforehand unless needed because it takes too long to wait for.

    Time Bomb - I haven't had the pleasure of using this personally, but I can tell it can be powerful in the right circumstances, especially when used with multiple trip mines.

    Auto Turret - A nice interrupter An extra pet to deal damage, and can take extra aggro, but thats not always a good thing, the downsides are the recharge/interrupt, and the fact that it dies easily. It doesn't move either so you need to pull back to it, however it doesn't really last 2 whole fights (which isn't a problem for sentinel since you can recast it during a fight, this you can't)

    Power Pools
    Fitness is a must, Go either Super Speed or Fly for travel since you can get hover or hasten as a buff. Medicine is very nice if only for the ability to heal yourself (you will be doing a deal of kiting anyway, why not heal while away from enemies?) Leadership is a great bonus, but not needed, Stealth and Teleport are both horrid unless you only get teleport foe or try for grant invisibility/phase shift (which is a waste)

    [u]C. Techniques & Tips[u]
    Too many enemies?
    First try to snipe, then cage/web/caltrops and kite. Also helpful if you can hover during outdoor fighting.

    Too big of bosses?
    Mines, Bombs, Pets. The downsides of these are the preparation time, however, no preparation time against tough bosses is too much. This is when pets and bombs shine. (also caltrops!)

    WTF is Door-Fu?
    Door-Fu is the term I gave to a strategy useable with Caltrops and a scrapper/tanker. Step 1. Place Caltrops in Door Step 2. Scrapper/Tanker gets in door. Step 3. Kill the enemies that cant get through the door.

    Also handy, but not as powerful: Corner-Fu, Fence-Fu, and Safeguard-Fu where you pull the boss out of the bank in a safeguard mission, toss caltrops on it and help the cops kill it.

    The classic Super Speed Cloaking Device stealth mission skip...do i need to go over this?

    Smoke Grenade Trip Mine Foot Plant...see above..

    Slotting:
    Never, Ever put more than 3 of anything if its not a set piece. (duh) Never put in RANGE. Always get the powers that need more slots sooner rather than later (especially after lvl 30)
    Get a good mix of Set bonuses, End reducers, and damage. Save the recharges for the really long timers.

    Selecting Powers:
    Get powers you need before powers that combo. This is what I meant when i mentioned Aim earlier. I personally have hover,fly,heal self, heal other, rez, health, stamina, and swift as my pools and still will have room for my epics (my epic will be fire for rise of the phoenix, nothing like rezzing yourself, then the team.)

    When you spec, keep in mind that there are 5 different objectives for an elec/dev blaster. Damage/Aoe Damage for killing multiple weak minions fast, End drain for bosses and strong minions, bombs/pets for boss fights, Crowd Control (cage/web/caltrops) and defensive (smoke nade/cloaking device/hover)

    You usually have to give up at least one of these strategies to have room for the others, but keep in mind that they are all powerful and are useful, do respec trials as much as possible to get a feel for each type of Robot Kombat.

    Well thats all I have for now. Happy hunting and may the orange loot drop for you.
  7. SG Name: Masters of Tomorrow

    SG Leaders: Ultra1, Ultra Scrap

    SG Website (if any): Coming Eventually

    SG Recruiters: Ultra1, Ultra2, Ultra Scrap, Ultra Hellfire

    Teamspeak/Ventrillo Server: None Yet - Only one person not in-house so using Yahoo voive atm, will look for other options soon

    SG Peak Hours: 5:00-10:30 Central US time and more

    Other Info: Always willing to run TFs, your name doesn't have to be Ultra. Trying to keep lvl 40 and under until we get more events going and we get high level
  8. Masters of Tomorrow
    ----

    Started out as 3 roommates doing weekly Task forces, we do TF every Tuesday and Saturday, and try to have other weekly events. We are still small, so give us a try and help us grow!

    Website Coming Soon

    Contact Ultra1 via in game email for details
  9. My biggest beef...Is that even though if we were to successfully drain any villian of power enough to make NONE of his powers to work,It seems to me that statesman is countering his own points on the situations.
    1. he says that ATs are resistant to secondary effects.
    2. he acknowledges that a single elec powerset use couldn't drain effectively enough to make a difference.
    3. But he remains firm to the fact that pow drain is an "effective ability vs. ATs?"

    would you play fire if it took 2 "Fire Blasters" to do any real damage?

    would you play energy if it took 2 "Energy" ATs to knock an opponent back?

    what about defenders.....what if bubble only worked if cast by 2 different people.

    just because an ability "Could be powerful if enough people spam it" doesnt make it a valid strategy for basing your whole AT,powerset,and whole game upon.

    Fact. I'm electric/devices.

    I zapp,i smoke,toss down caltraps,then run/jump around using charged bolt/lightning bolt everything slotted for hella damage. I've had fire blasters compliment me on my single-target damage. Stamina keeps aim/target drone going and all I have to do is time it all right and hardly run ooe.

    If i ever felt my end redux was a decent part of my character,I might slot differently. but as an electric blaster why try to drain an enemy when you can kill it quicker than you can render him useless.

    That is the real debate.

    Can a single electric blaster/defender drain enough end by % of each attack to render the enemy useless as compared to the damage taken by % of the enemies' total hp for each of the same attack from the blaster/defender.

    the reason this is an issue is because it could be a valid point in reverse.

    If damage was secondary to end drain, and I had a choice of rendering an enemy useless or doing a very small percent of damage (such as brawl for a blaster) then the decision would be based upon reduction of % damage taken vs. enemy hp %damage dealt and I would proabably pick an attempt to render the opponent useless over dealing a very minimal % of enemy hp damage.

    Now you say "Well,End drain is not meant to compare with the damage dealt"

    Sure this may be true....but whereas Knockback,Hold,Resist,Recharge lowering...and most of the other secondary effects are nearly GURANTEED to allow you to not take as much % of your max hp in damage in a battle...

    The Electric blaster community is now being told that their secondary effect is useful......against villians that will resist it......and even then only if multiple electric ATs (or end drain power ats) are also battling the same villian.

    Now,I ask you this....most leveling players do not frequently battle AVs (like on a daily basis)

    they want exp....which can be better in a team vs. enemy team situation,than in AT combat.

    so now even if you have your 3 or so electric/end drainers....now your chances reduce for each enemy that you're facing that 2 end drainers are going to INSTINCTIVLY attack the same enemy.

    Granted,this is where organization and tactics come into play. Teamwork.

    Why should the electric community be forced into "Teamwork" when blasters are the least group friendly AT in the game?

    Additionally why should anyone be forced into teamwork in a game where it seems that the only other non-soloable character (controller) can render their enemies completely useless in mere button presses.

    I'm not saying that electric blasters are not soloable,I'm not even saying they have a hard time....I just want my secondary effect worthwhile no matter if I use it soloing...or in a team full of scrappers....or even if there are 50 electric blasters shooting my target.

    I'd fully slot Caltraps with damage SOs before I'd put a single training end drain increase in any of my abilities.

    How many times have you heard your healer say "Drain it's end...hurry...I'm dying"

    now how many times have you heard "Kill it fast,I'm going down"


    Don't be an idiot. Don't slot for end drain.