Am I Judging Blasters Unfairly?


BBhumeBB

 

Posted

Blasters for me "don't work" without a couple of things that should, ideally, be optional.

One is a goodly selection of inspirations. The other is a Knockback IO or IO bonus [Karma and Steadfast being the most common; Blessing of the Zephyr is a single-slot KB, and I think 4-slotting Kinetic Crash gives slightly less KB.]

Having said that, there are tactics and tactics. You are having trouble playing Blasters, so you have room for improvement. I don't know what you DO know and what you DON'T, so I'm going to shotgun out some ideas that may be helpful.

1. Build Up and Aim. If you're on AR/Dev this is not a choice, but otherwise Build Up and/or Aim often make the difference between "Every minion in this spawn has a handful of HP left, and is shooting you" and "Every minion in this spawn is dead, and not shooting you."
2. Your job as a Blaster is to drop them to zero HP. Not "almost zero". Zero. Solo, this means open up with a firestorm of biblical proportions. It's not like anyone else is going to have the aggro. Teamed, this means open up with, for instance, several singletarget attacks, killing one enemy. By this time the rest of your team has probably succeeded in doing some slight injury to every badguy there. THEN you open up with the firestorm. Then you finish off the surviving lieutenant or two.
3. Homework. I'm giving you homework- a lab, specifically. Find a large spawn about your level or a little higher. I like the big bunches in Founders' or Brickstown. Put on protective equipment [several purples]. Apply your AOE's, seeing who you hit and what it takes to kill them. Try this with combos of Build Up and Aim [as available] on zeros, +1s and +2s. MAKE SURE YOU ARE WEARING YOUR PROTECTIVE EQUIPMENT. Once you are secure in your ability to alpha-strike the vast majority minions to death, you can try it for real, without the protective equipment.
4. In an ideal world, Blasters wouldn't need lots of inspirations or special IO's. You've noticed this isn't an ideal world for Blasters. I wouldn't play a Blaster without KB protection [usually a Karma IO, but there are other options] and I've gotten very used to having Stealth in a travel power. I heard a line about barfights, something like "The first punch is worth 20 pounds." It is good advice.

So that's my "General blaster advice." Shoot them until they die, faster than they can shoot you until you die. It's deep.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Quote:
Originally Posted by GreenBone View Post
I've lost count of the number of alts I have. And a great number of these are blasters of all flavors. I love laying waste in either AOE or ST style. But I've run into what I consider is a serious problem - and that's the survivability of blasters at higher levels. As a result of this, I haven't been able to level a blaster past 36, and at 36 I'm having a real hard time staying alive.

At high levels, my damage remains respectable, as long as the villain group doesn't resist it too much, but I see controllers, scrappers and tanks owning the battlefield while I play pick-off artist from a distance. And if I attract any attention - pow, I'm dead. Some may argue that this is a good reason to play team "roles" better on higher level teams, but come on. I've played every other AT and the blaster feels by far the most fragile.

My first 50 was a Dominator, so I'm don't feel I'm tactically insufficient or don't know when to retreat. So have you experienced the same? Have any tips and tricks?

I'm hoping one of my current alts Lil Fren, my AR/Dev blaster will change the bad taste in my mouth. So far, at level 33 and now with Full Auto, she's proving to be the most survivable of my many blasters by far. Unfairly so. The controllery aspect is my lifesaver. But no other secondary (no, not even /ice) seems to offer /Dev's safety. And to be fair, I haven't tried /Mind.

Thanks for your insights. I really do like blasters. I really do.
God knows I was in your shoes when I played my first Blaster. I had the hardest time soloing in the thirties and it seemed like every time I tried I would get my *** kicked, even on heroic. One good mezz is all it takes to bring you down, though with the new Defiance this is not NEARLY as much as an issue as it was when I was at that level. All I can say is pack tons of Lucks and Break-Frees. Once you get your Epic powers things change drastically. I went with Force on my Fire/Nrg Blaster for the extra defense but they are all good and they all make a huge difference in how you solo. Just hold out and keep it up, it gets better I promise.

Oh and Devices blows. Sorry but it really does.


 

Posted

Quote:
Originally Posted by GreenBone View Post
I've lost count of the number of alts I have. And a great number of these are blasters of all flavors. I love laying waste in either AOE or ST style. But I've run into what I consider is a serious problem - and that's the survivability of blasters at higher levels.
Decent to good blaster survivability is only possible through IOs. As others no doubt have mentioned, max out ranged defense and hover blast your way. Laughing manically as your enemies melt away without being able to touch you.

The build below is a cheapened version of my main. His survivability frankly exceeds that of some tankers. Open with Shiver, Rain of Fire, Breath of Fire and Fireball and you will put some serious hurt on huge spawns.



Hero Plan by Mids' Hero Designer 1,401
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Ice Manipulation
Power Pool: Fitness
Power Pool: Flight
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Electrical Mastery

Hero Profile:
Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Chilblain -- Acc-I(A)
Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15), RechRdx-I(17)
Level 6: Hurdle -- Jump-I(A)
Level 8: Fire Breath -- HO:Centri(A), HO:Centri(17), Det'tn-Acc/Dmg/EndRdx(19), Det'tn-Dmg/EndRdx/Rng(19), RechRdx-I(29)
Level 10: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), LkGmblr-Rchg+(23)
Level 12: Aim -- GSFC-ToHit(A), GSFC-ToHit/Rchg(23), GSFC-ToHit/Rchg/EndRdx(25), GSFC-Rchg/EndRdx(25), GSFC-ToHit/EndRdx(27), GSFC-Build%(27)
Level 14: Health -- Heal-I(A)
Level 16: Build Up -- AdjTgt-ToHit(A), AdjTgt-Rchg(21), AdjTgt-ToHit/Rchg(29), AdjTgt-ToHit/EndRdx/Rchg(31), AdjTgt-EndRdx/Rchg(31)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(31), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(34)
Level 20: Stamina -- EndMod-I(A), P'Shift-EndMod(34), P'Shift-EndMod/Rchg(37), P'Shift-End%(40)
Level 22: Combat Jumping -- Zephyr-Travel(A), Zephyr-ResKB(37), LkGmblr-Rchg+(40)
Level 24: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(39)
Level 26: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(36)
Level 28: Shiver -- TmpRdns-Acc/Slow(A)
Level 30: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(34), Mantic-Acc/ActRdx/Rng(37), Mantic-Dmg/ActRdx/Rchg(39), Mantic-Dmg/EndRdx/Rchg(39)
Level 32: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), RechRdx-I(43)
Level 35: Freezing Touch -- Lock-Acc/Hold(A), Lock-Acc/Rchg(43), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(45), Lock-%Hold(46)
Level 38: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(40)
Level 41: Super Jump -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(42)
Level 44: Shocking Bolt -- Lock-Acc/Hold(A), Lock-Acc/Rchg(46), Lock-Rchg/Hold(46), Lock-EndRdx/Rchg/Hold(48), Lock-Acc/EndRdx/Rchg/Hold(48), Lock-%Hold(48)
Level 47: Charged Armor -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(50), HO:Ribo(50)
Level 49: Surge of Power -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance



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Posted

Ah, yes, the old "how can my squishie survive the beatings" question...
Blasters are sometimes a bit difficult to keep alive, because the one thing they excel at is damage which can be a pain in the posteriour when you meet mobs that are resistant to your damage type(s). Because of that the best thing you can do for survivability is know your enemy (and choose your missions wisely).
The next best thing is play to your strengths and go all out whenever you can without getting yourself killed instantly.
Less than a month ago Banestalker, my AR/NRG blaster dinged 50 and I soloed him most of the time. I got lucky and had many outdoor Nemesis missions during the last levels which made for some quick and easy xp on CL 4. With Boost Range and Build Up most spawns went down with a simple combination of Sniper Rifle or LRM Rocket and Full Auto before they even came into range for any significant return fire. Anything that survived including bosses was often affected by that panic effect that happens when you do lots of damage in short time and even bosses are not really dangerous when they run in circles. And then there was still Beanbag and Power Thrust...
So, all you have to do is find that "sweet combination" for your blaster that kills/panics/mezzes a good portion of your enemies before they can do too much harm. And do not give up on them too easily. Many blasters are late bloomers, mainly because they get some nice high-level powers and desperately need those massive enhancement slots from level 31+.




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

Myself I got a Fire/Fire/Fire blaster.
I see alot of good advices given (know when to melee and when not too. Blasters give great damage but are frail as glass, use inspirations (they are there to be used).
And then with invention sets... plan a little and get a few extra bonuses to what helps your build.
In my heart I'm whats called a blapper. Fire/Fire has a lot of melee attacks and thus I am destined to fight close up.. alot. So its not for everyone.
Blasters best friend is and will always be Mr Debt pool. So don't be afraid to die. (After all you don't loose anything, like in some other games).

Atm with the high damage, the nice enchantment sets etc, the knowledge of when and when not to use inpirations, using Char (Epic pool is a GREAT help) for hold (and holding the important ones).. I have no problems staying alive.. or even soloing those nasty EB's.

It is a hard road (and when a friend told me to try a tanker.. just for survivability (and I did) I was.. "oooo thats a difference") and you will meet mr. Floor and mr Debtman. No need to be angry with them, but use the time you meet them to ask yourself... Why did I fall now.
Worst thing... could have been pure unluck

I agree with:
Know who to hold, immob etc. Take out the weak ones first or if you got the power, take out the dangerous one. (Any npc that can hold or put you to sleep).
Use Inspirations (on any char). They are free and they are there to be used.
Take a look at Mids, build a few chars in there or just take some time in the character creation. Look closely on Primary and Secondary and see what would be the most fun.


Lady Arete on Unionhandbook
My Excel Badge tool

 

Posted

Quote:
Originally Posted by Haruu View Post
But Blasters.... thats a much different story. Targetting, hiding, clicking a power, jumping out an back in, pulling one guy, ripping hime up, watching the scrapper go in, counting to three, rushing in, nukeing, taking a couple of hits, keeping pace with the scrapper, riding the red line of almost death, pulling aggo off the tank, dodgeing, weaving, popping a purple and green, watching at everything dies, watching the scrapper die, the trollers read newspapers as their imps die, the defenders heal you and rez everyone else, burning through mob after mob untill finally you die, watch as everyone recovers, and you use an awaken, breakfree, a blue, and a green. moving ahead as they all regroup, targetting a guy, hiding.... Thats a rush.
That is the best description for a blaster I have ever seen! It lists all of the reasons I love my elec/dev. Yes, I said elec <_>
Anyway I don't want to resay everything because basically all my blaster advice is what has already been said.

1) Blasters aren't for everyone
2) Every blaster is different in order to really play it you have to play it and figure out what works best for you.
3) Inspirations are your friend (but no amount of inspirations will replace commonsense in game play)

In addition I'd like to add three things

1) The difference between blasters and scrappers is scrappers can afford to be a frog (leap before you look) but a blaster is more of a toad. You have to know what you're jumping into or you'll end up dead to fast do anything.
2) You will die, as my friend Phoenix of Syrinx always says "Rise of the Phoenix is part of my attack chain." This is especially true when you're figuring out what works best for your build. Once you are in sync with your blaster you can stay alive while being useful on an mstf then turn around and be 80 of the 82 deaths on an ITF.
3) If you don't like the uber squishy of the blaster but you want to do the mass range damage try a corrupter. A Corrupter played properly can keep itself alive, through self buffs and debuffs.


 

Posted

To the OP:

You have a problem because Blasters are a High Damage AT, and with low defenses. You are seeing the effects of "unmitigated" low defenses, and your response to their problem is to gravitate to the secondary (and primary) sets that offer the most defense.

Not unreasonable, but let's understand the problem first:
1) Blasters do the most burst damage, especially AE, thus Blasters draw the most aggro at the beginning of a fight.
2) In PUGs, you cannot depend on the Controller, Defender, and/or Tanker to save you. You can hope for it, generally you will get some help, but you cannot depend on it.

Thus, what you're seeing is that you're drawing lots of aggro with high damage, and don't have the defenses to handle it. Now, not even /Dev has high enough defenses to handle it, if you're drawing much AE aggro on large teams. /Traps might, if we ever get it, but not what we have.

So don't look to the secondary for help. Instead, look to your tactics, and let me paraphrase an old MMORGP dictum for CoH:
It is not the Blaster's job to do the first damage on the enemy. It is the Blaster's job to do the last damage on the enemy.

That means, if your AoE salvo does 240 damage, and you open up on minions with 500 HPs... you're going to piss them all off, all will be alive and angry at you (less the few that are aggroed on the Tanker, or Controlled), and you will die. If, instead, you let someone else do 100-200 damage first (usually the rest of the team's AEs won't be that strong unless it has more Blasters), and THEN you fire your AoE salvo, you will finish off the minions, who will already have fired their first shots at someone else, and you're drawing the aggro of corpses.

Remember: wait for the debuffers to throw down their debuffs. -Acc will save you, -Def/-Res will also save you because it means you'll kill more when you fire. Rushing to fire first before mobs are Controlled/Debuffed will actually LOWER your damage in the fight even though it comes earlier. Let the Tank draw aggro, let the others control/debuff. Doesn't take long, you don't have to sit on the sidelines wasting time for 6 seconds... 2-3 seconds is usually enough. That's enough time to fire two single blasts at a minion, which will help raise Defiance for the AE attacks.

Then you deliver your damage, and deliver the kills that you are on the team for. Timed right, a Blaster's damage will be impressive, and the minions will all fall down and you will be relatively safe. When the spawn is reduced to just a boss or two plus LTs, the Controllers have an easy time Holding them, and the Tank has an easy time holding aggro, and you will likewise be safe from the higher-tier mobs, just as you're safe from the dead minions.

Blast in safety, just by waiting a couple of seconds. Timing is everything.


 

Posted

Funny you should say that. I played my level 42 Ice/NRG Blaster Widdershins last night for a bit (was an embarrassing contribution to a Claws Scrapper duo, but I feel I did provide good lockdown by cycling freezerays), then jumped onto my NRG/Cold Corruptor Shadegrown (anyone see a pattern?), just to see the difference in playstyle. Not a fair comparison because my Corruptor is still only level 10, but he was good fun.

I'd like to hear more about how an Ice/NRG Blaster might max out ranged defense with IOs. Anyone?


 

Posted

I have a 50 ice/ice/Force blaster. Needless to say, she was a pain to level, but the most satisfying. On a decent PuG, she's pushing 500-1000 damage per hit and I tend to dodge and weave in melee with her since some of her attacks are melee (like ice sword and freezing touch) But most of all, what saved me while leveling were, indeed, the holds. That and I got acrobatics so I didn't have to suffer from knockback.

Knockback can break a blaster in seconds if it happens while solo, especially on KB heavy villain groups.

Also, laying down an ice patch then dashing away helps too, let the enemies slip on that for a while. But overall, I find that with the damage output I have, takes about 2-3 hits to kill most LTs. And Blizzard? Wow, my favourite blaster boom of all. Dot summon, DoT attack that is extremely devastating. Summon from around a corner and watch the enemies crawl around and fall over for a while!


 

Posted

Quote:
Originally Posted by GreenBone View Post
Funny you should say that. I played my level 42 Ice/NRG Blaster Widdershins last night for a bit (was an embarrassing contribution to a Claws Scrapper duo, but I feel I did provide good lockdown by cycling freezerays), then jumped onto my NRG/Cold Corruptor Shadegrown (anyone see a pattern?), just to see the difference in playstyle. Not a fair comparison because my Corruptor is still only level 10, but he was good fun.

I'd like to hear more about how an Ice/NRG Blaster might max out ranged defense with IOs. Anyone?
Are you using your melee attacks? I can't imagine a claws scrapper outpacing an ice/eng that uses EP and BS as well as his ranged attacks.


 

Posted

Quote:
Originally Posted by GreenBone View Post
I'd like to hear more about how an Ice/NRG Blaster might max out ranged defense with IOs. Anyone?
Here's an example build with 47% ranged defense; the AoE and melee def is still puny, and the +recharge is nothing to write home about, but it also should be fairly affordable. There's room for a healthy amount of personal customization, since everyone plays their blaster differently. This build allows for power-boosted Freeze Ray and Char (though no BFR), along with the full suite of /EM punches, with Super Speed, Hover, and/or Combat Jumping depending on the situation (hoverblasting versus hopping into melee to beat someone down).

Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Blaster
Primary Power Set: Ice Blast
Secondary Power Set: Energy Manipulation
Power Pool: Fitness
Power Pool: Speed
Power Pool: Flight
Power Pool: Leaping
Ancillary Pool: Flame Mastery

Hero Profile:
Level 1: Ice Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(7)
Level 1: Power Thrust -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(7), Mako-Dmg/Rchg:50(9), Mako-Acc/EndRdx/Rchg:50(9), Mako-Acc/Dmg/EndRdx/Rchg:50(11), Mako-Dam%:50(11)
Level 2: Frost Breath -- Posi-Dam%:50(A), Posi-Dmg/EndRdx:50(13), Posi-Dmg/Rchg:50(13), Posi-Dmg/Rng:50(15), Posi-Acc/Dmg/EndRdx:50(15), RechRdx-I:50(27)
Level 4: Ice Bolt -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(17), Thundr-Dmg/Rchg:50(17), Thundr-Acc/Dmg/Rchg:50(19), Thundr-Acc/Dmg/EndRdx:50(19), Thundr-Dmg/EndRdx/Rchg:50(21)
Level 6: Build Up -- RechRdx-I:50(A), RechRdx-I:50(21)
Level 8: Aim -- RechRdx-I:50(A), RechRdx-I:50(23)
Level 10: Hurdle -- Jump-I:50(A)
Level 12: Ice Storm -- Posi-Dmg/EndRdx:50(A), Posi-Dmg/Rchg:50(23), Posi-Dmg/Rng:50(29), Posi-Acc/Dmg/EndRdx:50(31), Posi-Dam%:50(31), RechRdx-I:50(48)
Level 14: Health -- Heal-I:50(A)
Level 16: Bone Smasher -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(31), Mako-Dmg/Rchg:50(33), Mako-Acc/Dmg/EndRdx/Rchg:50(33), Mako-Acc/EndRdx/Rchg:50(33), Mako-Dam%:50(34)
Level 18: Bitter Ice Blast -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(34), Thundr-Dmg/Rchg:50(34), Thundr-Acc/Dmg/Rchg:50(36), Thundr-Acc/Dmg/EndRdx:50(36), Thundr-Dmg/EndRdx/Rchg:50(36)
Level 20: Stamina -- EndMod-I:50(A), EndMod-I:50(37)
Level 22: Energy Punch -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(37), Mako-Dmg/Rchg:50(37), Mako-Acc/EndRdx/Rchg:50(39), Mako-Acc/Dmg/EndRdx/Rchg:50(39), Mako-Dam%:50(39)
Level 24: Freeze Ray -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(25), BasGaze-EndRdx/Rchg/Hold:30(25), BasGaze-Acc/EndRdx/Rchg/Hold:30(27), EoCur-Acc/Hold/Rchg:50(29)
Level 26: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50)
Level 28: Super Speed -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(42)
Level 30: Hover -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(42)
Level 32: Blizzard -- RechRdx-I:50(A), RechRdx-I:50(40), Dmg-I:50(40), Dmg-I:50(40), Det'tn-Dmg/Rchg:50(50)
Level 35: Power Boost -- RechRdx-I:50(A), RechRdx-I:50(42)
Level 38: Total Focus -- Mako-Acc/Dmg:50(A), Mako-Dmg/EndRdx:50(43), Mako-Dmg/Rchg:50(43), Mako-Acc/EndRdx/Rchg:50(43), Mako-Acc/Dmg/EndRdx/Rchg:50(45), Mako-Dam%:50(45)
Level 41: Char -- BasGaze-Acc/EndRdx/Rchg/Hold:30(A), BasGaze-Acc/Hold:30(45), BasGaze-EndRdx/Rchg/Hold:30(48), BasGaze-Rchg/Hold:30(48)
Level 44: Fire Shield -- S'fstPrt-ResDam/Def+:30(A), TtmC'tng-ResDam/EndRdx:50(46), TtmC'tng-ResDam/EndRdx/Rchg:50(46), TtmC'tng-ResDam:50(46)
Level 47: Rise of the Phoenix -- RechRdx-I:50(A)
Level 49: Combat Jumping -- Zephyr-Travel/EndRdx:50(A), Zephyr-ResKB:50(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Defiance
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Set Bonus Totals: (slightly abridged)
  • 12% DamageBuff(All)
  • 31.4% Defense(Energy)
  • 31.4% Defense(Negative)
  • 41.1% Defense(Ranged)
  • 39% Enhancement(Accuracy)
  • 27.5% Enhancement(RechargeTime)
  • 12% Speed
  • 90.4 HP (7.5%) HitPoints
  • Knockback (Mag -4)
  • MezResist(Held) 13.2%
  • MezResist(Immobilize) 13.2%
  • 15% (0.25 End/sec) Recovery


Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.

 

Posted

Quote:
Originally Posted by GreenBone View Post
I'd like to hear more about how an Ice/NRG Blaster might max out ranged defense with IOs. Anyone?
Seriously, you shouldn't have to. This just seems to enforce the idea you aren't using tactics. I know that style of play isn't for everyone, but it is a good way to play a blaster.

Second, with energy as your secondary you should be in and out of melee. You have three very strong melee attacks, two come out very fast and with buildup should come close to taking out a lt. You have great mitigation in your secondary. Power thrust is great for getting someone away and keeping them out of the battle of a couple seconds. Works great on bosses. You've got a melee stun, great for troublesome lts. TF is another stun and good damage.

One your ice side you've got two holds. Ice storm causes a fear affect and you should be able to take out a couple as they run away. The slows stack up well too.

Some extra defense helps, but you don't need it to succeed with your blaster.


 

Posted

Quote:
Originally Posted by Diran View Post
Seriously, you shouldn't have to. This just seems to enforce the idea you aren't using tactics. I know that style of play isn't for everyone, but it is a good way to play a blaster.

Second, with energy as your secondary you should be in and out of melee. You have three very strong melee attacks, two come out very fast and with buildup should come close to taking out a lt. You have great mitigation in your secondary. Power thrust is great for getting someone away and keeping them out of the battle of a couple seconds. Works great on bosses. You've got a melee stun, great for troublesome lts. TF is another stun and good damage.

One your ice side you've got two holds. Ice storm causes a fear affect and you should be able to take out a couple as they run away. The slows stack up well too.

Some extra defense helps, but you don't need it to succeed with your blaster.
True enough. With the huge number of holds, stuns, slows, etc. available to an ice/em blaster (esp. considering you can power-boost them), the extra defense just lets you go show off and be silly for a while (like tanking archvillains while the rest of the team is occupied); it's hardly a requirement.


Rule number six of an empathy defender is NEVER underestimate a blaster's ability to die. I don't care if he has CM, Fort, both RAs, bubbles (both FF and Sonic), and is fighting next to a Storm defender with hurricane on. If there is a way to die in that situation, the blaster will find it.

 

Posted

Quote:
Originally Posted by Nemu_ View Post
Are you using your melee attacks? I can't imagine a claws scrapper outpacing an ice/eng that uses EP and BS as well as his ranged attacks.
Claws scrappers have some pretty good AoE output. I'd be hitting Frost Breath every spawn though, but a lot of forum reading Ice blasters skip FB. With single target attacks as well they could be relatively similar, especially if the blaster needs/chooses to use their control powers, which are low damage (or if BFR, long animation).

Of course the scrappers wouldn't really have to be careful where they charged or what they were aggroing, so they would be able to "look" more awesome, if you enjoy that type of thing.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

i have 6 or 7 level 50 blasters and 2 more in the 30s and 40s.... I love em!
Soloing, yeah i die some on invinc... on teams with a good tank, troller, defender... not a probelm at all...


No one goes there anymore, it's too crowded...
"The potato goes in the FRONT."