Blaster role
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Hey, just be glad you're not getting the Dark Armor treatment...
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You mean like being able to stack your armors, and having a horrid power turned into something over powered, then having that said power cranked down a bit because it basically made it so they didn't need to run their other toggles, or giving it one of the few fear protections in the game for PvP, or having one of the few toggle toxic protections?
I wish...
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Hey, just be glad you're not getting the Dark Armor treatment...
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I fought for Dark Armor to be improved right along with Ice Armor. Frankly I think the set still needs some tweaks. The main reason I did not go gung ho with DA like I have with blasters is that the blaster issues are AT wide and not set specific. If there was just a problem with one blaster set then I would try and get that set improved.
On the other hand if there was an AT imbalance then you can bet that I would start a crusade over it. Now if you'll excuse me I have to equip myself with my Scimitar and ready my horse to fight the next wave of Infidels.
I definitely agree that snipes should be the first thing that's looked at for blasters.
1. Lower animation times across the board for all snipes.
2. Make sure enemies' range attacks can't go further than blasters' snipe attacks. It makes no sense that we're locked in an animation time for 5-10 seconds to do a range attack that's countered with a rock being thrown the same 100+ feet at us.
3. Give snipes a "bullseye" critical. Just like scrappers, some snipe shots should be able to one-shot a yellow LT, especially if you used aim and build up with it.
I played 720 hours on my blaster to get to 50. Then I spent only 250 hours to get there with my scrapper. When I had my Nemesis staff from 25-38 on my scrapper, I was a tank mage. Snipe range distance with no interupt charge, cone AoE damage on things that got too close. Add to that I had soul drain and invincibility and I was almost a walking Nova every mob. Thankfully they nerfed Nemesis staffs for heroes. Now we need them to nerf any other range attacks for enemies. Or at least give us means to mitigate damage from them even just a fraction as much as any other AT.
Current Badge Hunter: Plot Device (Rad/Thermal/Dark) - 1,268 Xbox Live: Friggin Taser
King of Electricity, Lead Inmate running the Carl and Sons asylum, the "Man" behind the Establishment, Given Honor in Hat Form By Paragon City (Favorite Forum Poster 2006!), Master of Ceremonies of the Fair Use Law podcast
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Energy's all about the snipe. That shorter interrupt/animation REALLY makes it worthy of use.
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I actually use the AR Snipe....
...as a finishing move for my AR/ENG Blapper at next-to-no range. And it'll come out once I get Flamethrower/FA.
I'd love to see snipe shots actually get the "targeting scope view" of the battlefield from first-person...and actually require it due to the range.
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Hehe, well, I don't know if there is a range cap or not, but when I had snipe, I 6 slotted with range and popped Boost Range. I tried to see if I outranged Hami. Answer, no.
But with Boost Range, my snipe had a range almost longer than the game animates enemies, with no range boosts. Actually, on some maps (like DA types) it was longer than animation range.
Boost Range is a nice power if you want to hit from far away. 1 SO and Hasten make it perma too. Again, another good power for Energy.
As far as snipes go I would rather they just get rid of snipes and just make them another strong attack. I would like that instead of nukes too. Just another strong AoE attack that we could use in combat. Compare how many times a BS scrapper will use Head Splitter in combat compared to a Blaster useing his nuke. Against bosses I would rather have another strong attack I could cycle through.
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As far as snipes go I would rather they just get rid of snipes and just make them another strong attack. I would like that instead of nukes too. Just another strong AoE attack that we could use in combat. Compare how many times a BS scrapper will use Head Splitter in combat compared to a Blaster useing his nuke. Against bosses I would rather have another strong attack I could cycle through.
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I just want a freaking point blank power burst/blaze attack for Assault Rifle. I could really use the single target damage....
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I just want a freaking point blank power burst/blaze attack for Assault Rifle. I could really use the single target damage....
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Didn't you get the memo? Apparently, range is the solution to all the blaster's ills! It's inconceivable that anyone could ever want to use short- or melee-range powers like Blaze and Bonesmasher, so clearly, you don't actually want something like that.
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As far as snipes go I would rather they just get rid of snipes and just make them another strong attack. I would like that instead of nukes too. Just another strong AoE attack that we could use in combat. Compare how many times a BS scrapper will use Head Splitter in combat compared to a Blaster useing his nuke. Against bosses I would rather have another strong attack I could cycle through.
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I just want a freaking point blank power burst/blaze attack for Assault Rifle. I could really use the single target damage....
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That would be real nice for AR. A short animation on it would be nice too. The extremely long animations on every single AR attack drove me mad when I had it, and are the ultimate reason for my scrapping the character.
This is a whole lot of IRT's
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Heph's done the time on Fire/Fire. Give the man some respect. Even if he's crotchety in his age. :P
Seriously- at what level are you laying in melee chains with your Fire/Fire blaster? If I was killing in a crowd with that many attacks in a row, I'd expect to getting pounded if not flattened somewhere in the middle of it.
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Yes, you would, if you didnt have a tanker or a controller on your team, or were fighting huge groups of enemies.
However as it stands, Fire Sword Circle does 5.1 brawls worth of damage. That is nearly more damage than ball lightning and short circuit, that is more damage than any other single AoE that is not a final power. a mine, or fallout.
Yes, its not usefull without someone locking down mobs or taking the aggro, no, that does not mean its useless. Fire/Fire has an 11 second total activation chain that does 18 brawls worth of damage AoE, that is nothing to scoff at.
When a good controller is around the single target holds of ice/ elec/ /ice and /elec are near useless, and the AoE sleep in /ice is certianly useless.
They are much more usefull when alone, there are many powers like this, that shine when alone and are weak when in a group. Also there are powers that are weak when alone and wonderfull in groups.
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1. Notice how fire has the higest damage AoE attacks?
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This may appeal to me if I was a fire TANKER. Otherwise...you have the general opinion that its the worst of the sets.
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For soloing? yes. for pure AoE damage? no
The general opinion is that perma-hasten and 3 rchg 1 acc, 2 damage is best in most pets... and the general opinion is wrong in this case as well.
I am not saying that /fire has as much utility as the other sets, in fact i have said the opposite, many times. What i am saying is that it DOES serve a purpose, and it does have a use. However, just like saying "i chose rad as a secondary... im not as good as empathy, i cant heal as well", this is false because rad and empathy have different methods and purposes, and shine in different areas. Empathy is much better the less number of people are on your team, and rad requires aggro management more than empathy.
The same actualy can be said of the storm/rad/dark issue. Storm is a very good set, but it is difficult to control and draws aggro like mad. Now, blasters need a few "small" tweaks that will bring them back line with the rest, just as storm needs a few small tweaks to allow it to control its chaos and debuff as well as rad(FR got fixed... whoot).
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Fire Secondaries are a sorted affair... Its damage is really pathetic for something with a longer animation and no secondary effects. Even in the CoH's own Comic book you have WarWitch 1-shotting Minions and Lt's with her FireSword which really does make atleast a little more sense.
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Well, judging by her attacks, it seems Warwitch is lvl 8 (she has the first ice blast, fire sword, aim, and the low level ice hold). Assuming she slotted only Firesword (which seems evident by the way it is the only attack she really uses) and aims a lot, she might actually be able to one shot minions with it or something.
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Fire Sword does 6.28 BI of damage, so i would hope she could one shot minions with aim at lvl 8.
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One major problem I have with blasters right now is the new rule of "defenders should drain endurance better than blasters." Electricity blasters depend on one main move for endurance drain: short circuit. That power is primary power. Make it so a kinetics defender drains the same endurance as a blaster, but don't let an /elec defender drain more with their secondary powers than we can with our primary. That breaks the whole "primaries are stronger than secondaries" rule.
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This is an issue i forgot to address. Blaster elec needs to drain more than defender elec. This is also an issue with defenders/controllers (Storm primary is near identical in damage and debuffing as storm secondary). The drain increase should have gone to the blaster side(both secondary and primary) and not the defender side, defenders already have enough means to protect their team, they dont need the ehanced secondary effect.
Well the melee attacks are supplemental attacks. They are more powerful, but limited in range. Each set has enough room for 1-3 better powers in place of some ones that are lacking. The melee attacks are just fine in my book.
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The only reliable Scrapper Immob is Impale. Crippling Axe is is Described as immobilizing, but we Crit with it more than we Immob with it.
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Just a correction here. The immobilize on Crippling Axe Kick is practically 100% - but only stops minions. It slows LT's. Two applications will stop an LT. I used this power regularly for several levels of testing and it was extremely reliable.
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Green Arrow. In one of the episodes of JLU, he took on Wildcat hand to hand. Although he didn't defeat him, he was still able to hold him off for some time.
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Wildcat has no superhuman powers. That's in fact what his whole problem was in that episode. He, like Batman and select others in the League, have no superhuman powers. Wildcat is just an incredible fighter.
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Fire secondary powers are very useful and good, such as build up, consume and.....erm......and....."Help me here guys!!!" As a fire/fire blaster lvl 44, I agree with hepheatus, they are worth nothing.....hot feet can be combined with rain of fire (casted on yourself) to save your pencil-neck hero, but the animation of hot feet makes sure thugs get 2 or 3 blows into your weakling body before running away......and burn etcetc are......
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Well the only three attack powers I see of any value in the Fire secondary are Combustion, Fire Sword Circle and Burn. Solo, I rarely ever use Burn. All the mobs I attacked are dead by then. However in some cases a boss might survive and Burn still helps to deal damage. By the time you've gone through your attack chain you can bring up your single targets again.
Fire Sword Circle I personally don't like. Blazing Aura, Hot Feet, I have no idea why we have those powers. Ring of Fire? Rarely useful. I'd put it with Fire Sword.
In groups, Burn really shines. You go through your Aim+Buildup then Fire Breath+Ball then unload with Combustion, FSC and Burn. That's an immense amount of AoE damage.
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In defense of Heph, he is not asking for Godmode for Blasters or ranged Blasters, etc. He's specifically argued for a little defense, and no additional status protection. Though I don't share his view about adding defenses into the set, I don't feel it's in the best interest of anyone to bastardize what he's saying. (not directed at you aqshy)
Personally I think (POINT #1) they should reduce the recharge time of our ranged attacks. Let's be honest, how many of us, WITH Hasten, have lulls in our attacks? I'm not talking about AoE's. I don't think anyone is argueing we need to use our long ranged AoE attacks non stop.
But for example I'll use Power Bolt, then Blast, then move closer with Burst, and hit Bolt again, and things start slowing down while I wait for my bigger two blasters to recharge all the time. Furthermore I am locked into blasting from the limited range of Power Burst.
After a short time you're pretty much needing other attacks, which can only come from our secondaries, and they are all melee.
Now think about it for those Blasters who don't choose Hasten.
Most of us don't compare well with scrappers in our area of expertist, ranged attacks, with 6-7 attacks in our primary. Now think about Ice with 3 good single target attacks total, no snipe, and one AoE. Or Electricity which has 2 good single target attacks, 1 target AoE, and 1 PBAoE.
We can't sit there like scrappers and blast non-stop without resorting to our melee attacks. Not after a short time.
Rather than make many of our melee attacks into ranged attacks, (POINT #2) why not allow us to cycle our bread and butter attacks more often? Why not let us use attacks like Power Burst, Bitter Ice Blast, Blaze at the same range as our other attacks? I'm still irked that Flares is a 60ft attack while Fire Blast is 80ft. Why is Charged Bolts 70ft and Lighting Bolt 80ft?
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Here's one thing that strikes me odd as hell. why do the put ranged holds in certain blaster primaries? Man those should be ATTACKS... damage only. with some minor after effects. Tesla cage, the Freeze rays.... Heck even Voltaic sentinel belong in SECONDARIES. That NEVER made sense to me to put both a pet AND a hold in a slow recharging powerset like elec. Freaking ridiculous. Then they just load the elec secondary up with melee attacks. .....BOGGLE. And */Ice which is elemental is of course... just shy of craptabulous.
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I agree with you here. I've tried playing an electric blaster but not having enough attacks just killed me. Literally. I need to be able to chain attack with several good ranged attack options, all from my primary. I don't see the need for utilitarian stuff in the primaries.
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Hey, just be glad you're not getting the Dark Armor treatment...
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You mean like being able to stack your armors, and having a horrid power turned into something over powered, then having that said power cranked down a bit because it basically made it so they didn't need to run their other toggles, or giving it one of the few fear protections in the game for PvP, or having one of the few toggle toxic protections?
I wish...
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No, how about: Having the best power in your set nerfed to the point that it can't reliably do what it's supposed to do, get a thread pinned up about it, and send (collectively, among all the players) a few dozen PMs asking for clarification, and get the barest acknowledgement, including an inaccurate summary of what the power does on live. Cloak of Fear wasn't overpowered in PvE, and barely arguably overpowered in PvP. You could escape it with one break free, and it would only last for a second or two after you were out of the radius anyway.
Then, a few days later, you can see Statesman express how he was bombarded with five whole PMs about blaster issues...
So, no, the DA treatment is to get ignored, to get a bandaid fix that, while it helps DA somewhat, is somewhat countered by other newly introduced issues.
The toxic protection in DA is pretty irrelevant. It's the lowest resist in the set and only matures after the most dangerous toxic-using enemies are out of the picture. Scrapper Invulnerability gets the same amount of toxic resistance in a toggle (Unyielding), and of course tanker invulnerability gets even more.
Stacking armor is great, except it results in DA scrappers spending more endurance than any other scrapper for less protection than any other scrapper.
While I have disagreed with you, I still respect you. If that matters at all, I'd like to ask you to stop frothing at the mouth in my direction. I'm not your enemy. I want blasters boosted too.
Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)
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This is something that we should also explore...we want all the Secondary sets to be fun.
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I play a wide variety of ATs. With my tanker and scrapper, I have a very difficult time deciding which power to choose (because I seem to want most/all of them). With my defender and controllers, chosing sec or prim or pool is still pretty difficult, and usually done for char development reasons.
With my blasters however, I usually wonder why the secondaries aren't scrapper primaries (elec would rule as a scrapper primary with a couple minor tweaks), and how I could manage to use those powers without getting myself killed.
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I fought for Dark Armor to be improved right along with Ice Armor. Frankly I think the set still needs some tweaks. The main reason I did not go gung ho with DA like I have with blasters is that the blaster issues are AT wide and not set specific. If there was just a problem with one blaster set then I would try and get that set improved.
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You may notice that I am more than slightly interested in blasters getting a boost...but I'm also interested in trying to ensure that Dark Armor gets balance.
I'm just frustrated at how many PMs it took to get Statesman's attention for the Cloak of Fear and overall Dark Armor issues (three from me alone, several more from others), but he remarks on getting bombarded with five whole PMs about blaster issues.
To be honest, I'm also kinda disappointed that it was only five that got sent...
Anyway, I was referring to the degree of effort it took to get a quick response after new information was posted (the Q&A). I'm not asking anyone here to run over and support Dark Armor's current situation.
Elsegame: Champions Online: @BellaStrega ||| Battle.net: Ashleigh#1834 ||| Bioware Social Network: BellaStrega ||| EA Origin: Bella_Strega ||| Steam: BellaStrega ||| The first Guild Wars: Kali Magdalene ||| The Secret World: BelleStarr (Arcadia)
Just a reply on the snipe situation. I love them as they are. But I only use them to lead off.
I contend that if we had enough good attacks in our primary to fight non stop (at least with Hasten) - the same way that scrappers can - but at range, that would be the biggest boon to Blasters.
As argued before, I don't like pauses in damage dealing, then having to close in melee range in order to sustain attacks.
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However as it stands, Fire Sword Circle does 5.1 brawls worth of damage. That is nearly more damage than ball lightning and short circuit, that is more damage than any other single AoE that is not a final power. a mine, or fallout.
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The thing is, it does more damage than Total Focus if two mobs are used. Combustion does more damage than Total Focus if three mobs are used. What if there are a half dozen mobs? A dozen? Two dozen? That's a nice amount of damage.
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Yes, its not usefull without someone locking down mobs or taking the aggro, no, that does not mean its useless. Fire/Fire has an 11 second total activation chain that does 18 brawls worth of damage AoE, that is nothing to scoff at.
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True, I get Fire Breath, Ball, Combustion, and FireSword Circle under the boost that Aim and Buildup provides. I put Burn at the end of the attack chain since it's not effected by such buffs.
but it's not more damage than a ball breath combo...
just like I said. It can't match the power of my primaries and is there fore redundant.
and it roots you.
You're just running yer yap and you have no practical experience playing the set. I have hundreds of hours. been there done that.
besides FSC is one of the few fire secondary powers I did keep. It's my finisher. If ball breath leaves anything TOO finish. it has at least frontloaded damage. unlike the rest of that crap. And all of them require you to enter melee range....AND ROOT YOURSELF. fine set for a TANKER.
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To be honest, I'm also kinda disappointed that it was only five that got sent...
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was napping before they got sent, and woke up with over 10 pages of the stuff already on... you people write a LOT
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Here's how you can tell blasters are generally useless. Try to think of a single team, a single situation, a single time in game where a team trying to decided between two potential teammates would say "No, lets not take the scrapper, let's take the blaster!"
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I do this all the time. While it's nice to have a scrapper, especially on teams of three or less people in the 40+ game (small spawns, thus single-target damage tends to be quicker than AoEs), in general on a team you will do well with blasters making up the majority of your damage dealers, supplemented with a scrapper for boss take-down.
The simple reason is that blasters excel at mowing down groups of minions. Scrappers don't do this anywhere as quickly. (Spines scrappers, for instance, are arguably weaker in teams than other scrappers since they're the least boss-killer capable scrappers, although they do make superb hazard-zone hunters.) So, if you've got a big team, you want blasters, because otherwise it's going to take you a while to clear mobs.
Not all scrappers take their AoEs, as a side note, probably an indication of how much utility they really get out of them. I had Lotus Drops on my katana scrapper for a while, respec'd out of it, and haven't regretted it; just didn't have slots to spare for it.
More often than not though, you find yourself on teams of 4-5 people than 7-8. And it seems that every team I've joined had a fire tanker or a fire/illusion controller on it which seem to pretty much deal a fair amount of damage to make my presence superfluous.
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Energy's all about the snipe. That shorter interrupt/animation REALLY makes it worthy of use.
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I actually use the AR Snipe....
...as a finishing move for my AR/ENG Blapper at next-to-no range. And it'll come out once I get Flamethrower/FA.
I'd love to see snipe shots actually get the "targeting scope view" of the battlefield from first-person...and actually require it due to the range.