Why take blaster melee ST attacks?


Another_Fan

 

Posted

Well, then you have combos like Ice/Electric and Ice/Energy.

Why wouldn't you punch a boss in the face while he's frozen in a block of ice? Or in the case of Ice/Electric, enter melee to make that hold stick with Shocking Grasp after using Freeze Ray.

There's also the fact that you're not always going to be able to stay at range. Enemy AI likes to get up in your face, and a set like Fire Blast has nothing to dissuade him from being there. Sure, he's on fire, but if he's not dead yet it means he's pissed now. A Bone Smasher or Havoc Punch is a good way to tell them "I don't want you in melee range", especially if the Bone Smasher is followed up with Power Thrust.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

SS+SJ = perfect tools for kiting/jousting.

While I can understand why you feel less inclined to go melee with Fire/Ice, it would seem to me that you have not seen a blaster in action hopping around jousting stuff to death. Perhaps that won't change your stance on the usefulness of melee attacks but perhaps it can also illuminate why some people do it.

3.3 seconds cast time on total focus and thunderous strike is nothing. Targeted melee attacks allows you to practice beginner level jousting. You can even joust PbAoEs like inferno and powersink but those require more precise timing. The point is you don't need to be in melee range long to use any of these powers that require you to be in melee range.

If you play smart, the rewards of these melee attacks from the secondary will outweigh the risk. If you stand still while using any long rooting powers in melee range of dangerous opponent(s) then you will pay for that mistake very shortly after.


 

Posted

Quote:
Originally Posted by Illumancer View Post
[...]I only brought up TF since the question of secondary effects came in. Going onto other powers though, the -10% recharge is not why anyone uses ice sword. Or at least, I wouldn't expect it to be, since it is very minor. [...]
Actually, you brought up TF in your very first post and repeatedly referred to it throughout the thread.

Leading me to think that your original query is perhaps somewhat ingenuous.


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Posted

Quote:
Originally Posted by ClawsandEffect View Post
Ice/Electric
Ice/Elec = Pretty much God

Ice/Elec/Elec = God


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Posted

The problem is that you're looking at fire/ice, and hoping to find an ST damage attack in ice....

Fire/ have the best damage of all primary
/ice pretty much have the worst damage of all secondary

The reason someone would take /ice is for chilling embrace and higher.

7 out of 9 primaries seems to benefit from the extra ST that nrg or elec would give.
Mental, his ST attacks are for mitigation mostly.
Ice, for mitigation.
Devs..... not really much melee attack.
Fire, his biggest point is the aoe attacks. two damage auras, burn, 2 aoe attacks and consume.

So really, there's a lot of reason why to take melee attacks, just not much with fire. Just like you don't need all the survivability Dark Melee (siphon life and touch of fear) adds if you're a stone tanker. Not every sets need to benefit from the same thing.


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Posted

Quote:
Originally Posted by Novella View Post
Ice/Elec = Pretty much God

Ice/Elec/Elec = God

I'm going Ice/Electric/Cold. Yay for a blapper softcapped to smashing/lethal! Hibernate for if....er...when I misjudge what I'm jumping into

Not even taking Thunder Strike with him, I prefer the 1-2 of Charged Brawl/Havoc Punch. I'm also considering putting the Fortunata Hypnosis: Chance for Placate in Charged Brawl.

Still debating on whether I want Lightning Field or not. If I DO take it, it will be slotted for end drain instead of damage to help sap things after a Power Sink.

I should be able to attain enough mitigation to stay in melee pretty much all the time without too many worries. Mez will suck, but it always does for a blaster, so I'll make sure I have some breakfrees and keep an eye out for mezzers. If it's frozen it won't be mezzing you.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Those melee attacks makes a nice place to put a full set of Mako's in for the range defense.

My Arch/Energy blaster has all four energy melee attacks fully slotted. I'm no blapper, I'm a proud hoverbot, but if something does manage to get within striking damage of me...


 

Posted

Don't forget also that Blaster Melee attacks typically do a lot of damage for a high End cost and long recharge time. This helps compensate for the fact that such powers tend to have drawbacks in Ranged sets, such as Bursts' low range, and especially Sniper attacks' cast time. The Blapper strategy works because it allows high burst damage, and that by its nature minimizes the risk.

Total Focus isn't even a good example of this. My personal favorite is Fire Sword, but Bonesmasher would work as well. Once you get to 50 there's probably no reason to make any major changes to your fighting style, but I've found success with just psuedo-Blapping, just with an attack or two before darting out of range.


 

Posted

Quote:
Originally Posted by Illumancer View Post
I ask because my current attack chain is blaze (3.48 recharge and 1 sec cast), fire blast (1.39 sec recharge 1.67 sec cast) and flares (.76 sec recharge, 1s cast) with fireball, a hold, aim, or buildup thrown in there if there's a moment downtime.

Usually my attack chain goes build up, blaze, fire blast, flares, fire blast, blaze, repeat.
If you're playing a high-recharge Fire Blaster you won't see any benefit from melee attacks since you have an insane DPS single target ranged chain. Most Blaster primaries can't get anywhere near the burst damage from their ranged attacks that they can from melee, which is useful for putting a boss down fast. Also, Energy's melee attacks have pretty good mitigation due to stuns, which can be handy, and /Fire has good AoEs (useful for high S/L defense builds especially).


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Posted

Quote:
Originally Posted by ClawsandEffect View Post
I'm going Ice/Electric/Cold. Yay for a blapper softcapped to smashing/lethal! Hibernate for if....er...when I misjudge what I'm jumping into

Not even taking Thunder Strike with him, I prefer the 1-2 of Charged Brawl/Havoc Punch. I'm also considering putting the Fortunata Hypnosis: Chance for Placate in Charged Brawl.

Still debating on whether I want Lightning Field or not. If I DO take it, it will be slotted for end drain instead of damage to help sap things after a Power Sink.

I should be able to attain enough mitigation to stay in melee pretty much all the time without too many worries. Mez will suck, but it always does for a blaster, so I'll make sure I have some breakfrees and keep an eye out for mezzers. If it's frozen it won't be mezzing you.
Not what I would do, but good luck to you on that.

Lightning Field is garbage by the way.


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

Quote:
Originally Posted by Novella View Post
Not what I would do, but good luck to you on that.

Lightning Field is garbage by the way.
Situational power for me. I was looking into ways to get a little more E/NE defense and Eradication is a good set for that. So, I might slot 3 of them, and 3 of an End Mod set, probably Efficacy Adaptor. I should get into the low 30's with it slotted. it depends entirely on whether or not I hae room in my build, currently it doesn't look like I do.

Looks like I'm going to be screwed on Fire and Cold though.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Situational power for me. I was looking into ways to get a little more E/NE defense and Eradication is a good set for that. So, I might slot 3 of them, and 3 of an End Mod set, probably Efficacy Adaptor. I should get into the low 30's with it slotted. it depends entirely on whether or not I hae room in my build, currently it doesn't look like I do.

Looks like I'm going to be screwed on Fire and Cold though.
I personally just find it pointless for Blasters to go for typed defenses, but thats just me. I think with Ice/Elec there are far better things to slot for that give better returns to the character.


As for LF, I have only taken LF once and it was such a colossal letdown that vowed never to take it again.


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

Quote:
Originally Posted by Novella View Post
I personally just find it pointless for Blasters to go for typed defenses, but thats just me. I think with Ice/Elec there are far better things to slot for that give better returns to the character.


As for LF, I have only taken LF once and it was such a colossal letdown that vowed never to take it again.
I'd have to say that with Cold Mastery going for capped S/L defense actually seems to be a good idea. You get capped defense to a large portion of attacks, plus a self heal and hibernate for when other attacks do get thru and damage you enough to need them. At least in theory, and I'll find out in practice on my Rad/Ice/(eventually cold) blaster.


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Posted

With Ice/Elec/Elec you don't need capped smashing, lethal defense because depending on the build you will have more than enough mitigation that you shouldn't need to worry about having typed defense.

My character has 4 holds, and Lightning Clap which is also another form of mitigation. With 4 quick holds you can lock down the bosses in mobs and deal out enough quick damage to kill the minions and lieutenants without much hassle.

Can't speak about Rad/ because I have no interest in it, but at least thats how it works for Ice/.


"People love to talk, but hate to listen." Alice Duer Miller, American Author (1874-1942)

 

Posted

Quote:
Originally Posted by Lucky666 View Post
I'm with ya OP I don't take melee attacks on blasters ever they blast not melee. If i want to to get up close and personnal i'll go play my scrapper.
Well, when your ranged attacks are still recharging and there's some baddie trying to use your face for target practice, it's nice being able to hit something like Total Focus or Bone Crusher and have the enemy, y'know -- die.


 

Posted

Blasters do damage. Melee attacks do a lot of damage.

If you're dying simply by getting into melee range or some reason it takes you a long time to get into melee range you either need to reevaluate your team's tank/controller or push the W key on your keyboard.

Sometimes there's enough AoEs being flung around that make it dangerous to be around the tank, but if you're buffed out the wazoo with force fields or fortitude then there's no excuse to not do more damage.


 

Posted

Im pretty used to Blasters, even though I only play a AR/Dev now days, im not agenst using the melee ST attacks they can have however, since iv had a blaster or 2 with ST attacks before.



Ill have to agree that blasting from a distance is alot safer for the Blaster AT, but not always.(Counsil for example)

In the case of ST attacks like Lightning Strike, and Total Focus, or even Bone Smasher.You dont have to be standing still to do these attacks, and still gain ground right after you trigger it.

Iv played alot of Online Games, and the term im using, is "Fly-by Attacking".

You can run at a boss, Trigger a Long animating ST attack, and start to jump past the boss right before it triggers.It will trigger the attack animation while your moving, AWAY from the boss, and still hit, and do the damage.If someone else has the Aggro of that boss, then your pretty safe to do a Fly-by, but if your Solo, you may still get hit doing it, but you wont get hit 2-3 times like you would trying to trigger that said attack standing still.

After a little practice, youll be jumping around like a Spider Monkey doing Fly-bys like its second nature, and you increase your survivability, and it wont take more then a split second to set it up and do it.

Im acctually rather surprised to see how people dont do the little things to gain a advantage, when theres plenty of those types of advantages around.

Another Example is fighting a Brute with a Scrapper.You have no idea how many Scrappers iv seen get beaten by a Brute in PvP.

Even though its another subject, iv watched a Scrapper fight a Brute before, and made the Brute complain.The Scrapper did step back attacks, he would come up, hit the Brute, then back off.Then come up, hit him again, and back off.Keeping that Brute from gaining very much Fury, and taking down his Health rather quickly due to his Aura wasnt grabbing long enough to take effect to add to his Regen.

It was a Kat/WP Scrapper agenst a SS/WP Brute.The Brute player started getting upset, telling the Scrapper that he is supposed to stand still for the fight.

However, the Scrapper did my old Stand by, find the Advantage of your foe, and use it agenst them.Thats exaclty what a Fly-by player does.

I have a Traps/Rad Defender, and I dont really have to move at all due to my FF Drone, however, I have Cosmic Burst, which is another great example of a power, not in the ST Melee sets for Blasters, that is close range, and 2 second animation attack.A fly-by is the answer for that one on a Blaster as well.

For any of you who played Ultima Online, youv prolly seen players with slow and heavy weapons like a Halberd, or Broad Sword running up to hit there opponent in PvP,then moving away for a second before hitting again, because there opponent had a Katana, or other extreemly fast weapons, and not kitting them, or doing fly-bys, would get you killed trying to fight them toe-to-toe.Giving you the upper hand by hitting as often as them, but harder.

The advantage of the Katana player is that he can swing fast, and do alot of damage in a Tanking situation, but the Halberd player can do Fly-bys for the same damage over time, if not more, and take less hits from a none tanking method.Thats finding, and using the advantage of your foe, and turning it into a weakness.

This is the same in every game, just to a differnt variation.

Find a nitch, and use it.Not everything is stand and deliver.


 

Posted

Quote:
Originally Posted by Fire_Minded View Post
Ill have to agree that blasting from a distance is alot safer for the Blaster AT, but not always.(Counsil for example)
Actually, I will say specifically that there are instances where being at range really does nothing. Council is a general example, but a good specific one is Headmen Gunmen, from the Lost. They NEVER use a melee attack. If you get in melee with them, they keep using the gun. So there is absolutely no disadvantage to being in melee, you take exactly the same damage as you would at range.

If you know that about a certain MOB, then you know you're free to just run up into melee with them and blast back at them from melee, in addition to pounding them.

And what you describe is called "jousting", and it is still possible in CoH, although travel power suppression made it a lot harder. With Sprint three slotted for speed, though, you can often run past an opponent before he can get a chance to attack, due to waiting on his attack to recharge, or just the AI being a bit slow.


 

Posted

Combat Jumping is also a great way to joust. I use it with Hurdle to leap in and out of melee range quickly (right now I can't hold a boss on my Elec/Elec, so I'll leap by a boss and activate Thunderstrike, doing good damage and knocking him down, all while not really being in melee range). Also, you can build to mez or kb mobs easily, making it easy to dash in an quickly take out a mob with your hard hitting melee.


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