Calling the wisest blasters! Need answers&advice


Alvan

 

Posted

Hello again, fellow blasters.

As the number information on so many things is well hidden for this game, is only lucky we have the boards... ^_^

I have several questions for you, oh illuminated veteran blasters!
Share your knowledge with this puny little human.

1- Many builds I have seen on the boards only use one accuracy enhancement in each attack. When I was with my team fighting +2 lieuts and bosses or +3 minions or so, I missed quite too much, and so I thought it would be good to add a second accuracy enhancement in each attack. Sure I could use the slots elsewhere but I have all my attacks two-slotted for accuracy and three-slotted for damage. Is this overkill? Should I use one acc-three dam-one rech ?

2- OK. I'll be taking medicine pool to improve my survivality. Heal Self as second power is a no-brainer but... Heal Other or Stimulant? I think it would be nice to provide my friendly controllers and defenders some mezz protection, given most of their powers (let's say Clear Mind) can protect others, but not themselves and woud be cool to help them. Also, I believe that with power boost Stimulant could last for some good 90 secs. Is that true? Healing them would be cool too, of course. And again poower boost would provide a nice... well, a nice boost to this healing. Again, one interrupt reduction or two?

3- I have to let go one power to sneak in the medicine pool. Options: power bolt, power push, stealth.
(I chose stealth a short time ago, just to try cos I was going to respec it out soon... but it has proven very useful because with it you can get closer to enemies that otherwise would outrange you and snipe them. Also very useful to partially ghost some mishs).

4- With recent range changes I currently do not know what the ranges of the different attacks are. It seems that power bolt reaches shorter than power blast, which is particularly annoying when trying to finish some foes. If I knew the exact ranges I could calculate how many range enhancements I need to (more or less) gove those two the same range.


Yes, yes, I know I ask a lot... this way I can become wise and be the one that provides answers when I am veteran enough...

All answers will be very much appreciated!


 

Posted

Slotting accuracy is never overkill. It helps vs +2/+3 but also helps alot if you get a -acc on your butty or the mob goes to insane defence (like PP's elude). Use your BU and Aim wisely would help alot too, as these buff your acc massive.

For the most numbers, get a grib on a Hero builder. Although they bitty out of date, they provide great planning/slotting and numbers for basicly any aspect of the game.


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Posted

My very personal opinions (usually far from the right opinions):

1) 2 Accuracies, 3 damage, 1 other enha for all attacks is never a bad thing.

2) If you're planning on putting extra slots to your 1st power in medicine pool, take Aid Other. If you're not, take Stimulant. Stimulant works better with just one interrupt in it than Aid Other. Save power boost for healing yourself.

3) Lose stealth.

4) Get some sort of a hero builder, and visit http://www.nofuture.org.uk/cox/ to gain insight on how powers work.


[b][color=blue]Coldest War /[color=red]/ Omega Patient[/b]
[url="http://www.the-cow.net/"][color=red]The CoW Network (Blog) /[/url][url="http://www.collegeofwar.com/"][color=blue]/ College of War[/url]

 

Posted

[ QUOTE ]

1- Many builds I have seen on the boards only use one accuracy enhancement in each attack. When I was with my team fighting +2 lieuts and bosses or +3 minions or so, I missed quite too much, and so I thought it would be good to add a second accuracy enhancement in each attack. Sure I could use the slots elsewhere but I have all my attacks two-slotted for accuracy and three-slotted for damage. Is this overkill? Should I use one acc-three dam-one rech ?

[/ QUOTE ]If you're fighting +3's or higher, you'll want two acc. But then, why would you be?

[ QUOTE ]
2- OK. I'll be taking medicine pool to improve my survivality. Heal Self as second power is a no-brainer but... Heal Other or Stimulant? I think it would be nice to provide my friendly controllers and defenders some mezz protection, given most of their powers (let's say Clear Mind) can protect others, but not themselves and woud be cool to help them. Also, I believe that with power boost Stimulant could last for some good 90 secs. Is that true? Healing them would be cool too, of course. And again poower boost would provide a nice... well, a nice boost to this healing. Again, one interrupt reduction or two?

[/ QUOTE ]The duration of stimulant won't be affected by power boost. Whichever you take, I propably wouldn't spend extra slots on it, so stimulant might be better, although aid self would prefer from power boost...Personal preference, really.

[ QUOTE ]
3- I have to let go one power to sneak in the medicine pool. Options: power bolt, power push, stealth.
(I chose stealth a short time ago, just to try cos I was going to respec it out soon... but it has proven very useful because with it you can get closer to enemies that otherwise would outrange you and snipe them. Also very useful to partially ghost some mishs).

[/ QUOTE ]Personally I really dislike stealth, so I'd drop that.

[ QUOTE ]
4- With recent range changes I currently do not know what the ranges of the different attacks are. It seems that power bolt reaches shorter than power blast, which is particularly annoying when trying to finish some foes. If I knew the exact ranges I could calculate how many range enhancements I need to (more or less) gove those two the same range.


[/ QUOTE ]The only range change was lenghtening power burst, bolt and blast should be the same.


 

Posted

I know Nofuture.org and I have to say that Red Tomax's page is great for info. Maybe not entirely updated with latest changes to powers, but that cannot be asked of somebody that does not actually lives of updating that data (is it?) In fact, I think it is the most accurate data I have found about the game. (Thanks Red Tomax, by the way)

It was not the actual numbers about one or two accuracies what I wanted, but the general feel of the veterans to know if two accuracies are too much or not.

And yes, I'm fighting +3 enemies because sometimes I am the sidekick of some crazy lvl 50 tankers (or regen scrappers) that use the Invincible setting... or team up with fellow SG members that happens to be one or two levels above me and cannot SK me... you know. Sometimes enemies +3 is the thing you find in front of you, want it or not... ^_^;

On the other hand... why that much hate against stealth? Is great for pulling! Snipe and hide behind a corner while stealthed and you probably won't be obliterated by that nasty Paragon Protector! (Just to give an example).

Concerning range, I thought power blast and power bolt have the same. But when I try a one-two with them I always blast first (if the enemy is killed, then I save the bolt for another one). Many times, when I am about to bolt... it says NOT IN RANGE (or whatever, I don't remember). I have just blasted and I cannot bolt if I don't come closer first!

Thanks for the advice on Medicine, by the way. Ah! Two interrupt reductions in Heal Self is too much? I planned 3 heals, 1 interrupt red. and 2 recharges... but it seems that power is really slow to use and easy to interrupt so...


See? I ask a lot! Well, some more advice will be apreciated. Thanks, wise ones! (reverence)


 

Posted

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1- Many builds I have seen on the boards only use one accuracy enhancement in each attack. When I was with my team fighting +2 lieuts and bosses or +3 minions or so, I missed quite too much, and so I thought it would be good to add a second accuracy enhancement in each attack. Sure I could use the slots elsewhere but I have all my attacks two-slotted for accuracy and three-slotted for damage. Is this overkill? Should I use one acc-three dam-one rech ?

[/ QUOTE ]If you're fighting +3's or higher, you'll want two acc. But then, why would you be?

[/ QUOTE ]

I've always slotted 2 accuracies and I usually only fight +1's, maybe +2's.

I definitely feel like I'm missing less, and so would recommend it for that reason alone. As per usual though, your actual mileage may vary.


"Idealism is such a wonderful thing. All you really need is someone rational to put it to proper use." - Kerr Avon

Myopic Aardvark on Twitter

 

Posted

Well, all of my builds involve 2 acc in attack powers. There are still enemies around that you already miss more than enough with 2 acc, so I guess they would be really frustrating with only 1 acc.

And about blaster-stealth: If you really need stealth when you want to pull with a snipe you are probably up against something you shouldn´t be up against...




If it has
eyes, you can blind it, if it has blood, you can make it bleed, if it has a mouth, you can make it scream.

 

Posted

I've always slotted 2 or 3 ACC (even pre-ED) for one simple reason: no matter how much you boost your damage with reds, if you don't hit the damn thing in the first place that puts your effective damage numbers down a lot.

If you have a secondary boost such as Targeting Device you could drop this to one, but never zero - coming back from a stun or other toggle drop you may need to squeeze off a shot quickly.


Is it time for the dance of joy yet?

 

Posted

Always have and always will slot 2acc. As said above 1acc and 3tohit in TD for devices is also good. People have always posted in the past that 1 acc is enough for PvE, will I tried it and imo it isnt. Most missions i do is against +2/+3s, 2acc is needd.


 

Posted

Stealth is useful for stealthing missions, cloak up and run to the "boos room" and wipe out anything there. Works best if you also have Super Speed to stack +Stealth with. Save it for the missions that say "Defeat <name> and his henchmen/guards/minions/whatever".

Can also be used to help grab glowies by getting to them without aggroing everything. Just remember that the Stealth part will suppress when you click one, so you will need to be out of mob detection range anyway.

It's also useful (if stacked with Super Speed) for getting in range for a nuke or heavy melee attack (to take out a troublesome enemy) without being fire upon early.

There are other uses, but Stealth is overall a playstyle choice for Blasters. If you like how it works with your character, keep it. Regardless of what other people say. The same should be said about any other power.


 

Posted

1) Normal Vanilla Accuracy will give you about 70% hit rate (From experience), 1 SO will push that up to 85%. If you're trying to get Purple Cons, you're gonna have to boost that a bit, whether by Buff or Inspire.

1 SO will give you around 80% on a normal mission. Up to you if you NEED that extra; but you're only going to be adding 5-10% for each extra SO.

2) Heal Other. Purely because you're a Blaster and the only time you should ever be looking out for others status is when you're blasting threats away. Stimulant will work if you're acting as a Defender, but most of the time you'll be working on Direct Attack; which keeps you well away from the rest of the others.

3) Power Push: Almost useless. Specifically a panic button.

4) PB : All melee attacks
Close : Two body lengths : Power Burst, Nova
Medium : Five lengths : Energy Torrent
Long : Ten body lengths : Explosive Blast, Power Bolt, Power Blast.
Extreme : Fifteen body lengths : Snipe

(Rough figures)


 

Posted

I'm also of the two accuracy's school of thought. Even prior to ED I have always slotted some of my single target attacks with two accuracy, I do notice the difference in how much I'm hitting, particularly when fighting significantly higher level mobs. Why would you want to do that? Well, I'd say more why wouldn't you want to do that if you can? It's more fun if it's a challenge in my opinion.

I prefer Stimulant to Aid Self, and I don't slot it (I simply never have spare slots on my blasters). The reasoning is quite simple. I don't want something that I'll feel like I should use much in a fight, that is definitely not what I'm there for when I'm playing a blaster. However with the sort of teams I usually play in (which are frequently of the squishy variety) I find putting it on toggle running Defenders (eg Rad or Dark, who I really don't want to be asleep even briefly) prior to the fight starting can be helpful. I very rarely use it mid-fight.

It also gives people plenty of opportunity to make smutty and occasionally amusing remarks on teamspeak.

I don't really feel that stealth is worth a power pick for Blasters any more simply because there are too many other pools that can be useful (leaping, fitness, medicine, speed, flight all have powers that I'd rate higher than stealth), however I don't tend to stealth missions (I like to bash stuff, lots) so that's not a consideration for me.

However me and Energy Blast in general have never really seen eye to eye, so I'm not really in a position to advise what might be the most useful powers to keep/drop from that.


 

Posted

Definatly 2 ACC as standard, I personally had spare slots and went up to 3. Why because in the end game content a lot of teams will want to run at the +2/3 level, for the challenge and xp. Add in to that when the mobs use def boosting powers and you could find yourself swinging at air while the vengeanced nemesis smacks you around. Hell it's satisfying for no other reason than to combine 3 ACC with aim and one of your heavy hitters to cut straight through a PP's MoG and take em down.
Stimulant will make you the empath/sonics best friend after they complain everyone else gets protection through them yet their vulnerable.
If you find stealth handy then keep it, power push isn't a great power, has some handy moments for keeping people away from you but hardly vital, power bolt on the other hand really fleshes out your attack chain by filling in the gaps, very handy power.


The pellet with the poisons in the Vessel with the Pessel, the Chalice from the Palace has the brew that is true...

 

Posted

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1 SO will give you around 80% on a normal mission. Up to you if you NEED that extra; but you're only going to be adding 5-10% for each extra SO.


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80% accuracy essentially means that you will miss one out of every 5 of your attacks in the long run.

95% accuracy essentially means you will miss one out of every 20 of your attacks.

Far too simplistic from me again, but its up to you whether you want to invest to that extra 5-10% of acc.

Essentially all power requiring toHit check on any of my alts have 2 accs in them. Possible exception are tier 1 and 2 MM henchmen who have 3.


 

Posted

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Close : Two body lengths : Power Burst, Nova

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Incorrect. Recent patch has upped power burst range to about half of power blast's. With my power burst currently slotted with 3 dam/range HOs it has roughly similar range as power blast.


 

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Sure I could use the slots elsewhere but I have all my attacks two-slotted for accuracy and three-slotted for damage. Is this overkill? Should I use one acc-three dam-one rech ?

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2 acc 3 damage is the bog-standard method I recommend for everyone. Last slot can be used for whichever purpose you need. Recharge, endredux being most common.


 

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Close : Two body lengths : Power Burst, Nova

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Incorrect. Recent patch has upped power burst range to about half of power blast's. With my power burst currently slotted with 3 dam/range HOs it has roughly similar range as power blast.

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Ah, I didn't have it due to it's short range, might respec it in now.


 

Posted

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Close : Two body lengths : Power Burst, Nova

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Incorrect. Recent patch has upped power burst range to about half of power blast's. With my power burst currently slotted with 3 dam/range HOs it has roughly similar range as power blast.

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Ah, I didn't have it due to it's short range, might respec it in now.

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Heh, so you really had missed the whole 20 yarders changed to 40 yarders with blasters, defenders, corrupters and dominators?


 

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Close : Two body lengths : Power Burst, Nova

[/ QUOTE ]

Incorrect. Recent patch has upped power burst range to about half of power blast's. With my power burst currently slotted with 3 dam/range HOs it has roughly similar range as power blast.

[/ QUOTE ]

Ah, I didn't have it due to it's short range, might respec it in now.

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Heh, so you really had missed the whole 20 yarders changed to 40 yarders with blasters, defenders, corrupters and dominators?

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I've left Weasel's build as it was because it worked. Don't tend to go for UBERBUILDZORS!


 

Posted

I've tried various combos and Iv'e settled on 3dmg, 2 acc. Someone already made the point no matter how much dmg you do if you do't hit the target you don't do damage.

I've tried stealth in the past and it's a bit rubbish. Anyone who wants to see you badly enough will. Slot for range if you want to snipe.

Not tried the healing slots but Leadership pool is good for defence and Acc buffs for the whole team meaning your trollers and defenders aren't as likely to be hit in the first place

Good luck



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