Blaster Guides and FAQs
I am sorry but I read your replies, and it was hard to find very much that was actually in response to what I said.
Not to put to fine a point on this But the short outline talks about none of the information you are talking about. http://boards.cityofheroes.com/showthread.php?t=291671 |
Also has questions by players answered by other players that are relaying info from the resulting live chat as well as answering new things not covered in that chat.
As for regarding the speed of changes added to the game, I'm not going to be bothered acting anymore jaded than I already am about it so I'll leave that to you, I suppose.
We have some of the numbers and can certainly talk about what they mean. Why do you have such a problem with this ? |
Hey, look at me! I'm saying /Dark is going to be way better than /EM come these changes! Having Touch of Fear be 80ft range that also buffs you!? Come on! Energize is weaksauce compared to that.
If Cauterizing aura does provide sleep protection how valuable it is, is an interesting question. But, it isn't going to be answered by trying to shut down discussions. Yes I understand how sleeps work. Do you have any idea how other controls work ? |
The only thing that can really do that is /dev laying down a mine field before hand.
You have completely missed what was said and failed to understand the mechanics. The only way you can stack /Dark's -to hit with -to hit is with other powers that have -to hit. Seeing as you wanted to include blackstar in this, It does more -to hit for longer than the everything /dark manipulation has can muster. It isn't even a close comparison before power boost is tossed in. |
And you keep saying 'the only way to stack /dark's -ToHit'. Lol the only way to stack Dark Miasma's -ToHit is....OMG....Dark Misasma.
Lol you don't need another set's effects to stack just to say you're stacking. Dark Miasma *has* powers to stack -ToHit already and they're called Fearsome Stare, Darkest Night and Dark Servant. You don't need power boost or Tenebrous Tentacles just so you can say 'Look at me! I'm STACKING!'
As of now, I'm perfectly comfortable stacking Touch of Fear, Penumbral Grasp and Smite on hard targets on my Rad/Dark. Everything else is likely dead in short order because Soul Drain + Death Shroud + Irradiate is that mean. I don't even have much defense on her and she's still pretty ridiculous. Would she be better with Power Boost? Of course, but not at the expense of Soul Drain and Touch of Fear.
You are comparing a single target melee range attack to attacks that can drop an entire spawns -to hit, and do so as a bonus effect in addition to doing damage to them ? Glad to see you aren't using any false equivalences. [/ sarcasm] |
Lol I'm not comparing Touch of Fear to Blackstar, you're trying to imply how much better Power Boost is *IF* you have Blackstar lol which for some (quite a few in fact) will not have.
But then you're completely underestimating ToF here, which is all I'm commenting on really. The only reason melees are so passive about it is because usually they don't need that much survivability...kind of like how some drop the parry type powers for better damage...they don't need the extra survival. Now if a Blaster had an 80ft ranged attack that gave 10% def to lethal and it buffed your regen by a large amount? That's huge. That's about as good as Touch of the Beyond will be.
Relevant: http://boards.cityofheroes.com/showthread.php?t=291737
Also has questions by players answered by other players that are relaying info from the resulting live chat as well as answering new things not covered in that chat. |
http://boards.cityofheroes.com/showt...95#post4281995
and this
http://boards.cityofheroes.com/showt...10#post4282010
Prompts one to ask is water jet included or excluded from the 80 foot range. Which post is definitive ?
As for regarding the speed of changes added to the game, I'm not going to be bothered acting anymore jaded than I already am about it so I'll leave that to you, I suppose. |
Hey, look at me! I'm saying /Dark is going to be way better than /EM come these changes! Having Touch of Fear be 80ft range that also buffs you!? Come on! Energize is weaksauce compared to that. |
Unless you think Touch of fear is going to get your recovery above 6 end/sec good luck running the snipe chains.
Not shutting down discussion and I know how sleeps work, I've been stacking them for nearly the whole career of my Sonic/Ice Blaster. He can then supplement that with other controls. With the sleep, you can get through a spawn possibly with no retaliation if your timing is perfect. |
The only thing that can really do that is /dev laying down a mine field before hand. |
Or, I can frankenslot Blackstar for -ToHit for a heafty -40% ToHit and get generally a similar effect (foes that have a very low chance of hitting me). |
-60% to hit, and a free +78% -to hit in all your attacks that have it (which is more than you can get from)
Or having to franken slot every attack you have for -to hit.
And you keep saying 'the only way to stack /dark's -ToHit'. Lol the only way to stack Dark Miasma's -ToHit is....OMG....Dark Misasma. Lol you don't need another set's effects to stack just to say you're stacking. Dark Miasma *has* powers to stack -ToHit already and they're called Fearsome Stare, Darkest Night and Dark Servant. You don't need power boost or Tenebrous Tentacles just so you can say 'Look at me! I'm STACKING!' |
The original statement statement was :
Regarding /Dark -To hit is very nice but there is only two primaries to stack it with and even there -To hit from the primary actually works better with /energy than with /Dark. Forgetting Power Boosted Blackstar or a Power Boosted Blizzard, dark blast/ energy manipulation lets you stack more -to hit faster than dark / dark. |
As of now, I'm perfectly comfortable stacking Touch of Fear, Penumbral Grasp and Smite on hard targets on my Rad/Dark. Everything else is likely dead in short order because Soul Drain + Death Shroud + Irradiate is that mean. I don't even have much defense on her and she's still pretty ridiculous. Would she be better with Power Boost? Of course, but not at the expense of Soul Drain and Touch of Fear.
[quote]
Yes I am sure you have something that works sometimes. I am really happy you have managed eating an alpha for nearly 5 seconds before you do damage without much defense.
And you're misrepresenting a power that doesn't actually do anything without the use of other powers to a power that can debuff ToHit by upwards of 30% as well as fear bosses and will eventually be usable from 80ft away and buff your regen dramatically. |
BTW touch of fear best case without incarnate abilities is about -17%
But then you're completely underestimating ToF here, which is all I'm commenting on really. The only reason melees are so passive about it is because usually they don't need that much survivability...kind of like how some drop the parry type powers for better damage...they don't need the extra survival. Now if a Blaster had an 80ft ranged attack that gave 10% def to lethal and it buffed your regen by a large amount? That's huge. That's about as good as Touch of the Beyond will be. |
Oh that is a tough one. Let me see 150+ feet and dead, or 80 feet and feared. Have to think on that.
You know I actually did the numbers for this earlier in the thread. For someone who insists that people who haven't sifted through the minutia shouldn't be talking or that don't have the numbers shouldn't be talking you seem to have no trouble resorting to the same when you want to make a point.
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So no, Frigid Embrace's absorb, Cauterizing Aura's Heal nor Field Operative's regen suppress while mezzed.
Irrelevant to that information, this has been clarified repeatedly because people were (to no surprise) concerned about the toggles dropping and suppressing while mezzed because mez is a common roadblock to anything concerning Blasters using toggle powers.
Unless you think Touch of fear is going to get your recovery above 6 end/sec good luck running the snipe chains. |
You can do the exact same thing with any AoE hard controls you can stack. That can do what ? |
To put it frankly, sleeps last very very long without slotting, you just need to stack mag and leave them alone. For a ST focused chain, this can skyrocket survival.
The game is specifically balanced not to allow hard control to be capable of that the majority of the time. Outside of accolades, temp power stacking and constant cycling of mez powers (or perma-domination) you're unlikely to get the same effect with holds/stuns.
Let me see which is better ? -60% to hit, and a free +78% -to hit in all your attacks that have it (which is more than you can get from) Or having to franken slot every attack you have for -to hit. Are you being deliberately dense or is mischaracterizing what I said all that is left to you ? |
You can't attribute PB's buff to its primary because then we'd need to supplement ToF's to its. Power Boost and /Energy don't *have* ToHit debuffs, they can only boost them if you have them. If you have them, great, you can debuff ToHit for a nice (yet limited) duration in an area but if you don't you can't. /Dark can debuff ToHit regardless and greatly improves damage as well. If you have supplementary ToHit debuffs, you can debuff decently in a crowd plus hammer the ToHit of single targets.
Trying to do that with Dark Blast + Energy Manipulation, even with 150% ToHit debuff, you're looking at regular debuff of 14% for 10 sec plus whatever else you can stack in that window which requires slotting and frequent PB use.
Yes I am sure you have something that works sometimes. I am really happy you have managed eating an alpha for nearly 5 seconds before you do damage without much defense. |
It's pretty easy to pop a purple, rush and soul drain a group, touch of fear the hard targets as they melt then do the same to the next group, repeat the process of the 1st on the 3rd group.
Eventually, with Touch of the Beyond, I can start the fight with a hard target debuffed, rush in (Dark Pit or Repulsion Bomb) to stop some of them, drain them and melt them, 2nd group Atomic blast, 3rd group pop and inspiration or two and drain either drain them before they're dead or do that on the 4th after another volley of PBAoEs.
The point is, I'm not seeing how swapping the /Dark for /Energy will make it any better. In fact, it will make the combo worse. The only thing it's got is stacking stuns (/dark technically has stacking *ranged* stuns too) and power boosted holds on Atomic Blast. Even the endurance discount isn't going to counter just how much PBAoE it adds and power boosted defense debuffs are probably not worth mentioning.
And I go on to say /Energy, while good for the stacking longer duration stuns, cannot stack the sleeps like /Ice can. The overall control contribution of /Energy won't suffice. Better damage, yeah, less survivability most likely. I say this as an opinion though with particular experience with the combos I play.
So that would be like Build Up ? A power that doesn't do anything without other powers ? |
But that's beside the point. Just curious what Power Boost would do for Archery, Energy Blast, Fire Blast, Assault Rifle or hell, even Dual Pistols. The main point being, if you want mitigation, you might not get it out of Energy Manipulation. Dark Manipulation, conversely, will give you that mitigation + more damage. Which is why I think it's better.
BTW touch of fear best case without incarnate abilities is about -17% |
Well first first I can have touch of fear which aggro and not do damage or I can have a fast snipe which will kill what Touch of Fear will fear. Oh that is a tough one. Let me see 150+ feet and dead, or 80 feet and feared. Have to think on that. |
What snipe will one shot a boss? I don't even recall snipes one shotting Lts of the same level without outside buffs...to which then I can just use Soul Drain after I debuff the boss and 1-shot the very same target in the *next* spawn because SD lasts 30 seconds
This exchange really sums up this conversation for me.
But then you're completely underestimating ToF here, which is all I'm commenting on really. The only reason melees are so passive about it is because usually they don't need that much survivability...kind of like how some drop the parry type powers for better damage...they don't need the extra survival. Now if a Blaster had an 80ft ranged attack that gave 10% def to lethal and it buffed your regen by a large amount? That's huge. That's about as good as Touch of the Beyond will be. |
Well first first I can have touch of fear which aggros and doesn't do damage or I can have a fast snipe which will kill what Touch of Fear will fear. Oh that is a tough one. Let me see 150+ feet and dead, or 80 feet and feared. Have to think on that. |
Post your homework then. What snipe will one shot a boss? I don't even recall snipes one shotting Lts of the same level without outside buffs...to which then I can just use Soul Drain after I debuff the boss and 1-shot the very same target in the *next* spawn because SD lasts 30 seconds |
Touch of Fear is mag 3. It can't 1 shot a boss, it can't 1 shot fear a boss.
Do you play /dark or are you just talking out your rear ?
Touch of Fear is mag 3. It can't 1 shot a boss, it can't 1 shot fear a boss. Do you play /dark or are you just talking out your rear ? |
And generally, I build my Blasters (generally, that is the ones meant to be very survivable or comic title protagonists) with at least 25-35% defense. It's generally the -ToHit in ToF I slot and use since I'm usually busy doing damage. I can basically sit at capped defense to that hard hitting/mezzing target or even multiple targets at a time.
I'm starting to wonder if you've ever even heard of Touch of Fear. Lol I've been using it on dark melee characters for years and although it's not quite as good on a Blaster, it's one of those versatile powers like Parry/Divine Avalanche and Siphon Life. It can be a game changer if you form an attack strategy around using it.
Power Boost is the same way...that's why I have it on my Dark/EM blaster so she can use power boosted debuffs, heals and defenses...or are you under some dillusion I'm bad-mouthing your little combo?
You want to talk about what's the best for Blasters and I'm telling you what is...IMO...which is probably what all the posts in this thread amount to: people's opinion.
Neither can a snipe 1-shot a boss. If you can get your insta-sniping /EM to one shot a boss with a snipe, so can I, a lot easier with soul drain'ed snipe.
And generally, I build my Blasters (generally, that is the ones meant to be very survivable or comic title protagonists) with at least 25-35% defense. It's generally the -ToHit in ToF I slot and use since I'm usually busy doing damage. I can basically sit at capped defense to that hard hitting/mezzing target or even multiple targets at a time. I'm starting to wonder if you've ever even heard of Touch of Fear. Lol I've been using it on dark melee characters for years and although it's not quite as good on a Blaster, it's one of those versatile powers like Parry/Divine Avalanche and Siphon Life. It can be a game changer if you form an attack strategy around using it. Power Boost is the same way...that's why I have it on my Dark/EM blaster so she can use power boosted debuffs, heals and defenses...or are you under some dillusion I'm bad-mouthing your little combo? You want to talk about what's the best for Blasters and I'm telling you what is...IMO...which is probably what all the posts in this thread amount to: people's opinion. |
Sorry that is not the way things work. Objectively Energy Manipulation gains more from the changes than any other secondary. The only way that isn't true, is if one or more of the sustain gets considerably more than conserve energy does.
You can dance and jig all you like but at the end of the day /energy gets the 2nd easisiest snipe, and gets more from every nuke with a power boostable secondary effect.
It even gets more from the range extension for the T3 blasts. But why bother with little things.
I should have realized, you were just trying to throw complete garbage on the topic and then shoot for it's all just opinion so nothing matters.
Sorry that is not the way things work. Objectively Energy Manipulation gains more from the changes than any other secondary. The only way that isn't true, is if one or more of the sustain gets considerably more than conserve energy does. You can dance and jig all you like but at the end of the day /energy gets the 2nd easisiest snipe, and gets more from every nuke with a power boostable secondary effect. It even gets more from the range extension for the T3 blasts. But why bother with little things. |
But then you can objectify whatever you like and claim it so however you feel but doesn't make it so
And I'd say some of the other sustains actually are better than Energize. Frigid Embrace, for one, is not only a nice absorb that can be gamed with resistance better than energize could, it's also attached to a 30ft -rech/movement/-dmg debuff that does not detoggle when mezzed.
And again, Touch of the Beyond is a big debuff at ranged that's stackable attached to a self buff. The 2nd easiest snipe is countered by the most potent PBAoE nuke (thank you Soul Drain) to which...there's a lot of. And Power Boost is only useful for a select few sets, namely ones with mezzes or debuffs worth slotting for to which can be partially replaced by...simply slotting for the effect. Oh wow! Energy Manipulation can buff the stun in Psychic Wail...or I can stack the -rech that PB won't affect with Frigid Embrace's -rech and slot a bit for stun instead!
Lol yeah, PB is great if you actually build around it otherwise it could just be useless (sorry Arch/EM blaster, no Power Boost for j00 but you, Dark/EM, you're dandy...you can be just as dandy with /dark tho) .
Boost Range? Yawn. Unless you've got cones (hey, look, there's Dark again and hey there Assault Rifle) it's not really much to mention. If anything, the range boost of the tier 3s help other sets more than /EM...at least before, EM was useful for *helping* you get the ranges standardized. Now? Is it all that important to plink away at stuff from 150ft away when you have a 25ft radius PBAoE nuke ready to use? Rad, Dark, Psy, Fire and Pistols scoff at your assertion.
I call your 'objective' view of /EM as 'subjective'. The advantages you proclaim it has aren't even particularly important. Only on min/maxed super recharge builds would I even think EM pulls ahead of the game.
Seriously, can you read the posts you're responding to more closely please?
And I go on to say /Energy, while good for the stacking longer duration stuns, cannot stack the sleeps like /Ice can. The overall control contribution of /Energy won't suffice. Better damage, yeah, less survivability most likely. I say this as an opinion though with particular experience with the combos I play. |
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Just to clarify a previous discussion item, in my discussions regarding sustain with Arbiter Hawk he explicitly stated his intention to make toggle powers with sustain effects (which I'm always assuming are the +regen/absorb/HoT effects and the +recovery/discount effects combined unless otherwise specified) suppress rather than detoggle while mezzed, and for the sustain effects specifically to not suppress when the toggle is suppressed.
In other words, when mezzed, frigid embrace will not detoggle, it will suppress, its defensive debuffs will suppress, but its absorb (and presumptive recovery) will not suppress but remain active during the mez.
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Sorry that is not the way things work. Objectively Energy Manipulation gains more from the changes than any other secondary. The only way that isn't true, is if one or more of the sustain gets considerably more than conserve energy does.
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2. Power Boost has the additional offensive benefit of adding a method for enabling fast snipe, but that's not a binary benefit. There's a cast time cost to use power boost (unless you're using it already as fast as possible, but that shouldn't be assumed) that partially offsets its fast snipe benefit. Furthermore, the benefit should be compared in context: other secondaries will get *some* fast snipe benefit, and the only incremental benefit power boost offers for fast snipe is increasing /energy's fast snipe availability from what other sets have to what energy has. A secondary other than /devices will still have some non-zero fast snipe availability. If we assume that its something like 2/3rds of the time for non-energy (and non-devices) and 100% of the time for /energy with power boost, that's something like a 33% additional benefit of 20% more damage, or about 6.6% more overall damage (very roughly of course). Using power boost every 35 seconds or so to get there is about a 3.8% net rooted penalty to offense. So the net overall benefit is about 0.964 * 1.066 = 2.8%.
So very roughly, the fast snipe offensive benefit of powerboost is, at least in this estimate, about a 3% increase in net offense. Its unlikely to get much higher because in recharge domains where it can get you perma sets with BU and Aim should not fall too much lower than 2/3rds. But in any environment where you can get more availability than that the fast snipe advantage of power boost should drop.
Factoring in other variables, like using power boost during interstitial combat time, I would say power boosts net offensive benefit is probably between in the general neighborhood of 5% net increase in single target offense, and somewhat less than that in a mixed single/aoe offensive situation.
Noteworthy, but not dramatic, and small enough that other factors could swamp that benefit across the playerbase in general. For example, its far easier to get perma fast snipe with /devices, and for many players that offensive benefit will deliver a much larger practical benefit. For min/maxers, until I know more about the other powers I believe /energy and /ice have the advantage. But I don't think we know enough to choose a winner between those two.
The secondary that worries me the most is /Dark.
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1. Its difficult to compare the sustain powers without complete numbers. But it is true that we know /Ice gets two things which are a bit difficult to directly compare to /Energy. Its getting a much wider Chilling Embrace, and its getting a completely different effect: Absorb. Its entirely possible that Frigid Embrace and Energize will end up reasonably close in net overall damage mitigation benefit.
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2. Power Boost has the additional offensive benefit of adding a method for enabling fast snipe, but that's not a binary benefit. There's a cast time cost to use power boost (unless you're using it already as fast as possible, but that shouldn't be assumed) that partially offsets its fast snipe benefit. Furthermore, the benefit should be compared in context: other secondaries will get *some* fast snipe benefit, and the only incremental benefit power boost offers for fast snipe is increasing /energy's fast snipe availability from what other sets have to what energy has. A secondary other than /devices will still have some non-zero fast snipe availability. If we assume that its something like 2/3rds of the time for non-energy (and non-devices) and 100% of the time for /energy with power boost, that's something like a 33% additional benefit of 20% more damage, or about 6.6% more overall damage (very roughly of course). Using power boost every 35 seconds or so to get there is about a 3.8% net rooted penalty to offense. So the net overall benefit is about 0.964 * 1.066 = 2.8%. So very roughly, the fast snipe offensive benefit of powerboost is, at least in this estimate, about a 3% increase in net offense. Its unlikely to get much higher because in recharge domains where it can get you perma sets with BU and Aim should not fall too much lower than 2/3rds. But in any environment where you can get more availability than that the fast snipe advantage of power boost should drop. Factoring in other variables, like using power boost during interstitial combat time, I would say power boosts net offensive benefit is probably between in the general neighborhood of 5% net increase in single target offense, and somewhat less than that in a mixed single/aoe offensive situation. Noteworthy, but not dramatic, and small enough that other factors could swamp that benefit across the playerbase in general. For example, its far easier to get perma fast snipe with /devices, and for many players that offensive benefit will deliver a much larger practical benefit. For min/maxers, until I know more about the other powers I believe /energy and /ice have the advantage. But I don't think we know enough to choose a winner between those two. |
The secondary that worries me the most is /Dark. |
Once again this ignores the other changes, non crashing nukes with secondary and range increase in the tier 3s.
Dark also gains the permanent snipe and already has a a very large permanent damage buff. But it seems to be in the same position /mental is now. You can contrive situations where it performs spectacularly.
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Once again this ignores the other changes, non crashing nukes with secondary and range increase in the tier 3s. |
The ability to boost an additional attack for the case of ranged (currently) crashing nukes is not one I would ordinarily consider an additional benefit for /energy beyond what it gets now. That would imply that if the devs were to add a tenth attack, /energy should be considered to gain more because it has one more attack to range boost. You could also argue that /energy's range boost benefit only improves some of the crashing nukes and not all of them. Situationally speaking, PBAoE nukes would benefit more from more PBAoE-centric secondaries in either offense or defense, such as /Fire or /Ice. Dark's Soul Drain would be a potentially strong beneficiary of having more PBAoE offense.
There is a larger question when it comes to which secondary benefits more, and that's which ones are currently the most problematic. /Energy works fine now, and has always worked fine. Its always been, at least in my opinion, the most well rounded secondary. But that means when looking at which secondary benefits more, other secondaries have far more room for improvement. For example /Fire has vastly more damage potential than /Energy, without question. Its also, without question, far more problematic due to its PBAoE nature. Suppose sustain is strong enough in I24 to make /Fire blapping an accessible blaster strategy. In that case, I would say it would be difficult to say that /Fire didn't benefit at least as much as /Energy, in that an enormous amount of locked potential was released by I24. It isn't so much that its strength was directly improved, its that its strength became usable.
That's not so much a question of comparing /Fire's sustain to /Energy's sustain, and more a question of asking if /Fire's sustain is high enough to put more of its tools in play that currently are far less often leveraged. Nobody takes bonesmasher or boost range and then sits on it. But /Fire is often too dangerous to use more than sparingly for many blasters. If that changes, its *incremental* I24 benefit should be judged to be huge.
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My specific worry is that it alone requires the use of a targeted power to gain sustain.
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I don't think the range increase in the primaries specifically benefits /energy. You could even argue that it partially reduces the benefit of boost range, as /energy could always get decent range on that attack. The additional benefits it gets for being able to boost range beyond that have to be considered diluted relative to the current status quo. The ability to boost an additional attack for the case of ranged (currently) crashing nukes is not one I would ordinarily consider an additional benefit for /energy beyond what it gets now. That would imply that if the devs were to add a tenth attack, /energy should be considered to gain more because it has one more attack to range boost. You could also argue that /energy's range boost benefit only improves some of the crashing nukes and not all of them. Situationally speaking, PBAoE nukes would benefit more from more PBAoE-centric secondaries in either offense or defense, such as /Fire or /Ice. Dark's Soul Drain would be a potentially strong beneficiary of having more PBAoE offense. |
The simplest way to see this is to just consider the types of attacks. If the tenth attack is a cone /mental will gain less than other secondaries because if you want an extra cone you can now select it from the primary. If it is a melee attack secondaries with good melee capability gain less than those that aren't quite good at melee, and so on.
Now if you go to a direct comparison of three secondaries, and picking these to most dramatically demonstrated the point. Consider /Energy Manipulation, /Fire and /Dev and adding the tenth power of an AoE high damage mag 3 Stun. At minimum Energy gains a power that works better than the other 2 secondaries. Energy VS Fire the power simply works longer. Energy vs /Dev, The new power works longer and does more damage.
Another way to look at the question is to ask "Do /Energy manipulation combos gain more if the primary has a power boostable nuke than those that don't". The obvious comparison there would be is the new crashless nukes greater benefit for Energy/Energy or Psi/Energy ?
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I'm 95% certain that touch of the beyond has to pass its to-hit check in order to grant you a buff, and it's the only one of the new powers that that's true for.
Why not ask what needs to be true in order to make adding a the same tenth attack be of equal benefit all secondaries. If you think about it, it is nearly impossible have an attack that will be of equal benefit to all secondaries.
The simplest way to see this is to just consider the types of attacks. If the tenth attack is a cone /mental will gain less than other secondaries because if you want an extra cone you can now select it from the primary. If it is a melee attack secondaries with good melee capability gain less than those that aren't quite good at melee, and so on. Now if you go to a direct comparison of three secondaries, and picking these to most dramatically demonstrated the point. Consider /Energy Manipulation, /Fire and /Dev and adding the tenth power of an AoE high damage mag 3 Stun. At minimum Energy gains a power that works better than the other 2 secondaries. Energy VS Fire the power simply works longer. Energy vs /Dev, The new power works longer and does more damage. Another way to look at the question is to ask "Do /Energy manipulation combos gain more if the primary has a power boostable nuke than those that don't". The obvious comparison there would be is the new crashless nukes greater benefit for Energy/Energy or Psi/Energy ? |
And what if you're Sonic/Fire and you can now stack that nuke with FSC? You will now have a 5.75 chain that can reliably kill LTs with just regular damage slotting and Aim. Anything that can be stunned with mag 3 will now be dead with Sonic/Fire.
Now that the nukes won't crash, it seems to me that its reasonable to suggest that there are three distinct synergy elements that come into play with more frequent nuke use. First: things that can make the nuke easier to deploy. Range boosting nukes that actually have range, for example, would be one thing. Providing PBAoE damage mitigation for PBAoE nukes would be another. The second would be AoE chaining with nukes: whereas before that was difficult, now it will be much easier. This would tend to favor secondaries with more AoE potential, and particularly AoE potential that was similar to the mechanics of some of the crashing nukes. /Fire has PBAoEs which would stack more readily on PBAoE nukes. Mental has a cone which would tend to be easier to stack onto ranged nukes. The third would be synergy things that can increase the effectiveness of the nuke itself, or allow the nuke to increase the effectiveness of something else. Powerboost for the most part, that can increase the mez strength (and drain strength) of nukes. But thunderous blast could make it a lot easier to saturate Soul Drain.
I don't think all of those tactical synergies in particular have been fully thought through.
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What about /Electric? Since the regen/recovery boost is getting added to Lightning Clap, that would put it at the slight disadvantage of having to not be in the middle of a mob to avoid scattering them all over whenever you want the buff.
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
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