All Blaster Team?
If 2 blasters can take down the sister psyche TF AV im pretty sure 8 would slaughter any AV they came across
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If 2 blasters can take down the sister psyche TF AV im pretty sure 8 would slaughter any AV they came across
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8 blasters against Diabolique??? ermmm... don't think so
CoX 50s: <ill/rad> <ice/ice> <fire/kin> <grav/sonic> <ice/storm> <earth/kin> <kin/elec> <cold/psy> <thugs/dark> <fire/dark> <dark/elec> <night widow> <EM/ninj> <mind/icy>
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8 blasters against Diabolique??? ermmm... don't think so
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Ooh now that would be messy! How to liquify 8 blasters in one easy step.
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Phantasm is pants dmg and so are the phantom army... and army cant be buffed...
Imps all the way.
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The main problem with a blaster team is always going to be status protection, there are only so many break frees a toon can carry and their 'first strike' advantage will only work with a well coordinated targetting.
To supplement a Blaster team you need an AT that will provide something to support and enhance (wonderbra AT?!? ) the Blasters, not contribute to damage. Imps are pointless as they'll barely get into combat enough to do any damage and they can't tank large mobs, while PA and Phantasm will distract mobs allowing the blasters considerable time to dish out their damage unharrased.
An Ill/Kin would provide a way to distract and tie down mobs to reduce the chance of status effects hobbling the team while dramatically increasing the damage output of the team as a whole.
Likewise a Ill/FF or Ill/Emp controller would provide a more defensive boost to the team. I'm deliberately avoiding adding Defenders to the mix as controllers generally bring more options to the table although a Controller in a team of blasters will have his/her hands full.