Something needs to be done about Electric Blasts


Ael Rhiana

 

Posted

I have been playing this game since 2 months after Beta. I simply cannot accept anymore that Electric Blast is ok. I have an Electric/Electric Blaster level 50 who I enjoy. Had an Kin/Elec defender at 50 who I deleted because it was so pitiful and I have an Electric/Kin Corruptor currently at level 35. I have not played Electric Assualt on a Dominator. I was waiting for the Electric Control set that was mentioned before giving that a whirl.

I honestly think that Electric Blast is woefully underpowered and I believe it misses more than any set I have played. Also highly annoying is the animation which shows a HIT even when you MISS. That should have been fixed years ago.

I have yet to see any Dev comment officially on Electric Blast, yet univesally it seems that the community agrees that there is something that is lacking from this set. It needs some love.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Is this a question?

If so then yes.

Otherwise, no.

Hope that clears it up


 

Posted

Quote:
Originally Posted by Airhammer View Post
I have been playing this game since 2 months after Beta. I simply cannot accept anymore that Electric Blast is ok. I have an Electric/Electric Blaster level 50 who I enjoy. Had an Kin/Elec defender at 50 who I deleted because it was so pitiful and I have an Electric/Kin Corruptor currently at level 35. I have not played Electric Assualt on a Dominator. I was waiting for the Electric Control set that was mentioned before giving that a whirl.

I honestly think that Electric Blast is woefully underpowered and I believe it misses more than any set I have played. Also highly annoying is the animation which shows a HIT even when you MISS. That should have been fixed years ago.

I have yet to see any Dev comment officially on Electric Blast, yet univesally it seems that the community agrees that there is something that is lacking from this set. It needs some love.
I think part of the problem is electriciy's secondary effect. When the blast set is paired with something that complements it; it can be godly. The only problem with the endurance draining is that it is very much an all or nothing effect. particularly against the npcs.

Although I think, within the past year, elec blast was brought more in line with other blast sets. the tier 1 and 2 powers anyway...


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Posted

Quote:
Originally Posted by Airhammer View Post
I believe it misses more than any set I have played.
Start running HeroStats and get some real numbers. It's been well proven that players notice misses more than hits, so if you think it's missing more than normal get a few hours' worth of real data. No dev will pay attention if you say "I just believe it misses more".


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Posted

Quote:
Originally Posted by Sardan View Post
Start running HeroStats and get some real numbers.
PROTIP: Elec Blast doesn't miss more than any other blast set, unless you're counting something like Archery, which has an inherent accuracy bonus.

Now, damage dealt and usefulness of the secondary effect... those are points that have been debated many times previously. But "it misses more" is strictly false.


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Posted

My Kin/Elec is awesome, and she has no trouble draining EB's of their endurance.The same can be said for my triple electric blaster.

Sounds like you aren't slotting correctly.


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Posted

Maybe I should have been more clear in my post.. My bad..

Damage seems to be sub par. Draining isnt the issue. I can drain most foes quite well. Its fighting them that takes forever.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

I'm not a big fan of blasters in general, having only one at level 50. However that one is elec/elec and it seems fine to me. I think damage output *in a crowd* is lower, since there's less AoE than some other sets.


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Posted

Damage seems lower because it lacks a tier 3 blast like other sets. Tier 3 being powers like: Blaze, Shout, Bitter Ice Blast, Cosmic Burst, etc. But if you look at the actual damage numbers, Electric Blast's tier 1 and 2 blasts (Charged Bolts amd Lightning Bolt) do more damage than anything but Fire (and that's taking Fire's DoT into account).

Instead of a tier 3 blast you get a summonable pet that fires Charged Bolts every 5 seconds for a full minute. That's 12 Charged Bolts that fire off, independant of anything else you may be doing, that don't cost you endurance beyond what it costs to summon Voltaic Sentinal.

When people say "Electric Blast's damage sucks!", they are almost never taking Voltaic Sentinal into account. I guarantee the devs are taking it into account when they balance the sets with each other.


Quote:
Originally Posted by Dechs Kaison
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Posted

Pair it up with a good secondary and you're golden. I have an elec/eng blaster, without VS, and he does just fine in both the damage and the end drain. I don't notice a difference between killing time between him and my eng/elec blaster, since with the energy I have to deal with the KB occasionally, which can add to the time it takes to kill mobs if you have to chase them.

It would be nice if the secondary effects were a bit more effective, but the bigger problem with endurance and NPCs is that they don't seem to follow the same rules we do, as far as firing off powers. As long as they have a sliver, they can hit their attacks, whereas we have to have enough end to use bigger attacks. If you're not draining all their end, you haven't disabled them.


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Posted

Quote:
Originally Posted by Fleeting Whisper View Post
PROTIP: Elec Blast doesn't miss more than any other blast set, unless you're counting something like Archery, which has an inherent accuracy bonus.

Now, damage dealt and usefulness of the secondary effect... those are points that have been debated many times previously. But "it misses more" is strictly false.
And of course AR and rad hit more often (thanks to the -def debuff on various powers).



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Posted

No, same rules for End, but most of them don't have huge costing attacks.


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Posted

Quote:
Originally Posted by Airhammer View Post
I have not played Electric Assualt on a Dominator.
Elec Assault was really good before they rebalanced it in I15 (they basically sped up the recharge times on the tier 1/2 blasts and melee attacks, which had the effect of decreasing their damage, somewhat changing the feel of the set). It's still good, but it lacks the punch it used to have.


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Posted

Eh, part of any primary set selection is thinking about what secondary to pair it with. On my Elec/Elec Blaster, I found that I kept forgetting to summon the Voltaic Sentinel, so I respec'd into another ST attack. It was a good way to go.

Its two first tier attacks are decent and on par with other Blast sets, and pack a good punch. It also has a good hold in the set, and the Nuke is fun, and ranged (ie, don't have to announce your presence before using it).

I do feel like making the end drain a primary feature does limit how many secondaries it's a good idea to pair with. You don't necessarily have that issue with most of the other primaries (though they do have synergies, of course), which is something of a drawback. Still, it is a fairly fun set that can do well if you work with what it can do.


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Posted

Quote:
Originally Posted by ClawsandEffect View Post
Damage seems lower because it lacks a tier 3 blast like other sets. Tier 3 being powers like: Blaze, Shout, Bitter Ice Blast, Cosmic Burst, etc. But if you look at the actual damage numbers, Electric Blast's tier 1 and 2 blasts (Charged Bolts amd Lightning Bolt) do more damage than anything but Fire (and that's taking Fire's DoT into account).
This. To me the main difference is the attack chain which pretty much requires you to wait. Even if you use Ball Lightning in your chain, which you need to, it still requires several seconds of standing around doing nothing unless you have a lot of recharge. The damage is comparable or better per shot but the total damage output seems less because of this.

I love my electric (my namesake) but the PBAOE Short Circuit and an attack that comes in the form of a pet takes some getting used to. I do love the hold though.


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Damage seems lower because it lacks a tier 3 blast like other sets. Tier 3 being powers like: Blaze, Shout, Bitter Ice Blast, Cosmic Burst, etc. But if you look at the actual damage numbers, Electric Blast's tier 1 and 2 blasts (Charged Bolts amd Lightning Bolt) do more damage than anything but Fire (and that's taking Fire's DoT into account).

Instead of a tier 3 blast you get a summonable pet that fires Charged Bolts every 5 seconds for a full minute. That's 12 Charged Bolts that fire off, independant of anything else you may be doing, that don't cost you endurance beyond what it costs to summon Voltaic Sentinal.

When people say "Electric Blast's damage sucks!", they are almost never taking Voltaic Sentinal into account. I guarantee the devs are taking it into account when they balance the sets with each other.
Sadly Voltaic Sentinal is rarely smart about what it attacks, so to me it is not enough to make up for the lack of a tier 3 blast.


 

Posted

Quote:
Originally Posted by Kahlan_ View Post
Sadly Voltaic Sentinal is rarely smart about what it attacks, so to me it is not enough to make up for the lack of a tier 3 blast.
It's awesome in AV and GM fights though, since there is only one target for it to attack.

Also, as far as balance goes, only damage dealt is accounted for, specfically what is being damaged doesn't seem to factor into it.


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

I don't know if VS actually uses "pet aggro rules" (attack things that are non-aggroed and not mezzed, far as I can tell) but it seems like its attacks are WORSE than average. Having said that, I agree that it is a good hitter for the hard targets.

Whomever said

Quote:
To me the main difference is the attack chain which pretty much requires you to wait.
I find this only true if you neglect your secondary attacks. I am willing to get into melee range to do that kind of damage, so I don't have your problem.


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Posted

I agree that the lack of that tier 3 blast is a part of the issue. It defintely seems to make a difference and I believe more so for defenders and corruptors than it does for a blaster because a blaster does have access to a secondary that can do some significant damage.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

I believe that Electrical Blast needs looking at, but not for its damage.

The secondary effect of End Drain is implemented in a very odd manner that makes it quite ineffectual except when paired with a handful of other powersets or on superteams.

Its sold as a lower-damage/high-control set, but falls short on the high control part.


 

Posted

Quote:
Originally Posted by StarKitten View Post
My Kin/Elec is awesome, and she has no trouble draining EB's of their endurance.The same can be said for my triple electric blaster.

Sounds like you aren't slotting correctly.
To be fair, when it's not paired with something that also drains endurance, Electric Blast's draining ability seems to draw attention. Elec/Fire, for example, or Elec/Devices.

I'm myself reluctant to comment too sternly; my elec/elec blaster is that way for thematic reasons, and he's never felt particularly weak, but most of his damage is done in melee. On the face of it, Elec/ is a quirky set, designed to be quirky, designed to feel quirky.

As for the vox populi, I'm afraid that it's hard to make a hard judgment on things like 'seem.' It's exacerbated when you (not you, Starkitten, the original poster) say something along the lines of 'Dark Melee's animations are too long and put you in dangerous positions, soul drain provides an inconsistant benefit for soloists, and it also misses more than any other set.' The easily-debunked third statement colours the first two.


 

Posted

I have an electric/electric blaster and two /electric tankers.

I haven't gotten the tanks up far enough to tell if they rock. They feel good, and I can reccomend wp/elec to anyone who digs melee.

My blaster is not a normal blaster like my fire/ice or AR/ guys are. He's a sapper. You know how everyone fears the Malta Sappers. Yeah, that's me. And just like a controller, sometimes your team won't realize it's you making the difference, but when you know that EB didn't try to attack for 20 seconds because he had no end and no recovery. Ha, that's good times.

OP, delete yours. :)


 

Posted

Quote:
On the face of it, Elec/ is a quirky set, designed to be quirky, designed to feel quirky.
I agree with this. And it does make balance hard: how do you rate VS against Blaze? How much better is a ranged nuke, and does that make up for a 3-second-animating PBAOE instead of a cone? (Three seconds, seriously... grr.)

It isn't that Elec gives you something you can't get elsewhere; it gives you three or four things you can't get elsewhere. It's not rain on your wedding day; it's rain of FROGS on your wedding day.

OK, maybe other people don't want to see a rain of frogs as much as I do, but that just makes the metaphor stronger. I think. I'll shut up now.


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Posted

Pro: Elec has additional controls and mitigation. End drain being outside of the norm so in some cases it can be rather effective. This means Elec is deemed a defensive blast set and gets lower damage because of it.

Con: End drain is highly hit, or miss. A NPC can attack with a sliver of end. Even when it is effective, a controller in the vast majority of cases has already controlled the target/mob in question so the additional mitigation is made minor, if not irrelevant. A properly built end drainer can end drain a number of tough things, EB, AVs, etc., but a large number of them lose hit points against a team about as fast they lose end. Outside of epics, SC needs to hit twice for it to fully drain a mob. SC animates in 3 seconds and that's not adding recharge time. By the time a mob is fully drained, the battle has vastly been decided.