Thinking about deleting my energy^2
As long as you keep the enemies in the corner or on the wall people don't complain unless worrying about aoe's or tanks wanting to keep the aggro centered on them. My advice, if it's fun to play, just stick with teams that don't mind. When I'm on teams with people that use knockback, whether they keep the enemies in nice piles, or knock them around haphazardly, I adjust my playing accordingly. I'm not going to complain about it, or kick the person off the team, but find a way to use it to our advantage. Certainly not everyone is like that, but that's the joy of freewill and different personalities. Don't give up on alts you enjoy, just make sure you don't purposefully grief the team.
I have an energy/energy that I soloed the game with through level 20. Danged powerful alone. i took an alternate version of him into AE to see what would happen on teams/at later levels. I would never do a TF with this guy lol. He is not team friendly. For that I started my Fire/Mental. But solo he is da bomb.
It seems like everyone on teams hates her. They don't say as much, but they also tend to stay really quiet so I think that some are talking using PMs.
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My energy/energy blaster is 28. It does take some strategery, but once you figure out how to blast things into walls n corners it's not so bad. Even so, with a really solid team (one that melts through mobs like butta), no one really notices let alone cares about the KB. The dmg is really helpful too with AVs/EBs who don't KB so easily.
When I first started playing the game and was shamefully awful at it, I cared alot about things being gathered around the tank so i could kill it from range. Nowadays, Im either blasting next to the tank or off on my own killng stuff.
Triumph Lurker: mintmiki 50 emp/archer
basically, if you see a miki on Triumph, it's probably cute and it's probably me.
Huge thanks to cuppamanga and all the folks in the mac help forum for prolonging my borrowed time on this game.
I pretty much abandoned my Energy Blaster. I rerolled him from Energy Manipulation to Mental Manipulation and still didn't like him.
I only play to PUG, and I found it very frustrating to deal with the knockback. I thought I was going to be able to just use hover and shoot down or shoot stuff into corners. The reality was rather different. I know exactly what you mean about people faking disconnects. I've never had a character I've struggled with so much (EDIT: Wrong. My Fire/Sonic troller is the most frustrating, because of the endurance use.)
Energy Blast DOES solo well, but on a PUG it's way too much hassle for very little return, at least for me. I don't want to tell you to delete the character, but I felt a lot better when I just mothballed mine and went with something that could damage things without irritating the heck out of people.
I hated my En/Fire, but that was a whole collection of issues (literally; started her in issue 2, didn't hit 50 until, like, issue 11 or something.) Back in the good old days, she did damage literally half as fast as my ice; there is no primary/secondary synch; and it's really, really hard to AOE kill a bunch of people before they kill you.
I love /Elec and /En for the same reason; you can hop in, open an amazing can of whup*** in about a second and a half on one guy, and hop back out again. Bonesmasher/Energy Punch, especially if you happen to have Build Up and Aim going, is pretty hard to argue with.
As far as Energy Blast, the "if I shoot it, it's mine" rule is a pretty good one. Singletarget, you've got a lot of ranged strength in Power Blast and Power Burst. With clever positioning, Energy Torrent can be singletarget. Pick, say, a lieutenant and just go bowling.
As far as AOE: nobody cares how where a corpse lands. A lot of this depends on how fast the team kills, but you can often find a good time to let fly with the Torrent where you'll drop three, four guys right off the injured list. If you're Explosive Blast-level there's a trick where you hit XB while Torrent is activating, and you hit the same guys with both attacks.
This is in addition to using your attacks to nudge people back into the tar patch or pile 'em up in a corner or whatever. Most Energy attacks have frustratingly inconsistent KB, so I didn't really play those games.
So if you want to give it another try, there's some tactics. If not... I rarely delete anything- especially while we've got free transfers- but it's perfectly acceptable to backburner someone for, oh, six to eighteen months.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
With the use of a little bit of tactics and sensible gameplay I've never had a problem with an energy blast set wether it were a blaster, defender, corruptor or dom. Blasters are about the easiest AT to make nrg blast work because of the flying corpses rule is easier to put into effect.
Using walls or environment to control kb, hovering above your targets, knocking targets into an aoe kill zone are all helpful tools to making an nrg blaster enjoyable and a pretty decent damage mitigator. Focusing on single hard targets is also a big part of making an nrg/nrg work for you. Starting with a few melee attacks before dropping your aoe's can often be the difference between scattering living and dead targets. NRG blast and KB sets in general aren't for everyone personally I love them because of the added challenge/fun of using positional tactics.
And just to ease your worried mind..........I highly doubt all of your PuG teammates are talking about you through PM's..... they may set up a private channel to talk about you though
My Energy/Energy/Force was created as a blapper in issue 4 and is my main and has been since new defiance was rolled out.
Knockback is an extremely powerful mitigation tool. Most people don't realize how powerful it is and instead focus on the "annoyance" of the KB. I only run about 7% defense from set bonuses yet I typically out survive most of the scrappers I team with due almost exclusively to the KB. I have Energy Torrent, Explosive Blast, and Power Thrust slotted with Kinetic Crash sets and most of my mitigation comes from using them in combat.
What you should do to assist your team:
-Increase your damage slotting.
-Pick up assault.
-Slot sets that give global damage set bonuses.
-Slot Aim and Build up for ED capped recharge and use them whenever they are up.
-Use red inspirations every time they drop.
-Develop an effective attack chain that suits your play style and let's you maximize your defiance buffs.
This will solve your low damage/power problems.
Your team needs to adapt to you to get the most out of your powers. Things they should do include:
-Bringing a controller along that has an AoE immob power that provides -KB.
-Tanks and Scrappers should fight near walls and other objects instead of in the middle of a huge room that way when you do KB something it flys into the object/wall and doesn't go far.
-Skip melee toons on the team and invite stormies, illusion controllers, forcefielders, and other energy using toons.
-Team with people that realize the value of KB.
-Don't team with whiners.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Your team needs to adapt to you to get the most out of your powers. |
You should not ask 7 complete strangers to adapt to YOUR character. If those 7 people were getting along fine, it is YOU that needs to adapt to THEM.
I have kicked players for bringing that mentality to my teams, and I don't see my stance changing on it. Minor adjustments are one thing, but someone saying the entire team needs to change what they're doing is another thing entirely.
It is entirely possible to use knockback intelligently enough to make your presence an asset instead of a liability.
Examples:
Running into a room and firing Energy Torrent at the first mob you see = dumb knockback.
Sliding around to the side of a mob to knock any stragglers within the tank's taunt aura = smart knockback.
Very seldom will it take more than a couple seconds to figure out the best use of your powers. People's issue isn't with Energy Blast so much as it is with the fact that they never know when they invite an Energy blaster if they're getting a good one, or a retarded monkey with a trayful of knockback. You can tell which one you have by the end of the first mob.
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. |
My first lvl 50 is an Eneregy/Electric/Electric Blaster.
I team with her quite a lot now, especially on a Saturday TF group. I follow the rule of "If I KB it, it's mine to kill" which means I use my ST blasts more often than my AoE.
I am rarely the only KB character on the team. I think that Energy gets a raw deal by being blamed for any and all KB when teamed, totally forgetting all the other powersets that have KB in them.
If you truly think a PuG is talking about you behind your back, then that's not a team I would want to be a part of. But perhaps you are being a bit oversensitive. What if it's just a bunch of players who don't like to type while mowing thru mobs?
I somewhat disagree with Claws - I think adjusting to playstyle is a two-way street. I would not say that I expect the 7 other members of a team to only adjust to my playstyle - but OTOH, I don't think it is fair to be the only one expected to make adjustments, especially if I am being effective on the team. But then, hopefully, I am one of the "good ones" and not the "retarded monkey".
Altoholic - but a Blaster at Heart!
Originally Posted by SpyralPegacyon
"You gave us a world where we could fly. I can't thank you enough for that."
Sorry, I have an issue with this mentality.
You should not ask 7 complete strangers to adapt to YOUR character. If those 7 people were getting along fine, it is YOU that needs to adapt to THEM. I have kicked players for bringing that mentality to my teams, and I don't see my stance changing on it. Minor adjustments are one thing, but someone saying the entire team needs to change what they're doing is another thing entirely. It is entirely possible to use knockback intelligently enough to make your presence an asset instead of a liability. Examples: Running into a room and firing Energy Torrent at the first mob you see = dumb knockback. Sliding around to the side of a mob to knock any stragglers within the tank's taunt aura = smart knockback. Very seldom will it take more than a couple seconds to figure out the best use of your powers. People's issue isn't with Energy Blast so much as it is with the fact that they never know when they invite an Energy blaster if they're getting a good one, or a retarded monkey with a trayful of knockback. You can tell which one you have by the end of the first mob. |
Energy gets a bad rap just because it's energy. I've seen energy blasters get blamed for all KB on teams even when the KB that is being complained about was done by the pets of an illusion controller (these players usually get a pass since "they can't control their pet's KB") or by an assault rifle blaster using Buckshot and M30 Grenade (which are identical powers to Energy Torrent and Explosive Blast except for the FX) and even an Archer's Explosive Arrow.
Let me repeat the important points that you glossed over:
-Bringing a controller along that has an AoE immob power that provides -KB.
-Tanks and Scrappers should fight near walls and other objects instead of in the middle of a huge room that way when you do KB something it flys into the object/wall and doesn't go far.
I have repeatedly herded the newb tank into a corner or near a wall by KBing mobs into piles in those places. The smart ones get it and start fighting near walls and objects where not only is the KB not a problem but increases their survivability by reducing the number of mobs that are in melee with them. The dumb ones whine and get a tell from me about playing smart on a team. Repeated whines costs them their spot on the team.
Asking only the energy blaster to adapt to a team is the same thing as telling the energy blaster not to play. Telling them not to use their AoEs because of the KB, is just depriving your team of that AoE damage.
Most of the energy blasters I have teamed with play smart because of the stigma that is associated with energy blast. In my experience the people that complain about the KB are usually the ones causing the problem because they aren't playing smart and don't take their teamate's powers or secondary effects into consideration. These melee players are typically mid level vets in the 9-15 month range. Those in the 18+ range usually adapt or have played a KB toon of their own and realize the problems that they are creating for themselves.
For me and mine, "if it's flyin' it's dyin'" is my blaster's moto. Usually the complaints that I get aren't that I KB'd the mobs, it's that I killed "their target."
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
In the couple of years I've been playing, I've noticed a distinct change in how tanks and teams operate. Tanks herding, or Blasters pulling, to a corner is almost a rarity these days, esp. blueside. However, in those circumstances KB offers a lot to team, keeping the mob in one place and on its back.
Moving the mob first doesn't happen much these days. The more typical modern technique is for the tank to jump right into the middle of the mob, grab aggro, and then everyone pounds on the mob until it's dead.
In many PuGs, the tank is lucky if a Scrapper isn't reaching the mob before they are, just to prove how tough they can take an Alpha. Heck, with softcap builds, half of my so-called squishies can separate from main group and solo mobs with a similar "charge right in" approach.
The AoE fiends like Fire/MM Blasters are going to be screaming (or planning to switch teams) if their mobs keep being scattered by KB.
There also seems to be a growing focus upon (or just appreciation of) AoE DPS, but there's less -KB immobs being cast than there used to be (it seems like 90% of the controllers I see now are Fire/*, Ill/* or Mind/*; I can't remember the last time I played with a Earth/* and they used to be all over the place).
Long story short, I think the game's typical play-style has moved away from a point where KB-heavy sets are more of an asset than a liability.
That changes totally if you're really good at handling the KB (I've seen a few skilled NRGs use the KB to keep mobs bunched up, aiding the AoE fiends), or if your team is prepared to herd/pull into corners or up against walls. If you're not that skilled and the team is typical, I'd expect your KB to be an unwelcome addition.
The point of the game is to have fun. If you enjoy the challenge of learning how to use your KB effectively, or you have regular friends/SG-mates to team with who will herd/pull, then I think you'll have fun. I think you'll have fun solo too.
However, if you're spending 95% of your time teaming with PuGs, you'd probably be better off rolling up a Fire/MM or some other AoE monster because the ******** will disappear, the teams will comment on how destructive you are, and that might be a lot more fun for you.
Asking only the energy blaster to adapt to a team is the same thing as telling the energy blaster not to play.
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Ironically, your statement about asking the NRG blaster not to play was something I saw fairly frequently during the everyone's-in-AE period. I saw them relegated to little more than door-sitters pretty much every time I played with one (and it felt fairly common at the time).
Does anyone have a video of brilliantly played knockback in a team? I hear about it on the boards a lot, but can't say I've ever seen it.
I disagree. I've seen NRG blasters handle the more typical "aggro in the middle of nowhere" method of herding quite well. I don't posses that level of skill with KB, but some people do.
Ironically, your statement about asking the NRG blaster not to play was something I saw fairly frequently during the everyone's-in-AE period. I saw them relegated to little more than door-sitters pretty much every time I played with one (and it felt fairly common at the time). |
As I said before my Energy/Energy/Force runs about 7% defense to all postions and typically outsurvives the scrappers on the team. That's from using KB intelligently and not relying on passive defenses like fighting pool, leadership, and defense set bonuses. (All of which my blaster has avoided)
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
This:
-Tanks and Scrappers should fight near walls and other objects instead of in the middle of a huge room that way when you do KB something it flys into the object/wall and doesn't go far. |
Minor adjustments are one thing |
What if the team had seven members before the energy blaster is invited, and none of them is a controller? Do you kick someone in order to invite a controller, just to contain one character's knockback? That's an unreasonable thing to ask, since there is no guarantee anyone on that team has a controller to switch to, which would be the easiest solution.
Like I said, there is good knockback and bad knockback. Energy blast gets a bad rap because it is very commonly the first blaster a new player creates, and all the people (who are also new players a lot of the time) that they team with get a bad impression of what the set is. You can't tell me that a new player automatically knows how to use their knockback intelligently. Well, you could tell me, but I wouldn't believe it
Edit: Ad Astra: I have never gotten the impression from any of your posts that you are a retarded monkey
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. |
I've found NRG/NRG to be quite fun (particularly as it's my main toon), and the knockback is the best way of soloing in groups where your glassy cannon would quickly be overwhelmed, and sending mobs flying left, right and centre while you clean up is a much cooler feeling than just standing there and hitting one thing after another while they all club you over the head.
In a team, KB needs to be used far more deliberately as it can be very annoying for everyone else. I tend to use it only when going for 'my' target, or if someone's in need of a respite from being smacked in the face, or if a particular boss ability needs delaying. Otherwise running round like a headless chicken sending every mook flying and them all aggroing you is a good recipe for being ganked.
All in all, I play NRG/NRG because it looks cool and is pretty effective.
Blueside Union: Starblayde (Blaster), Pax Imperia (Tanker), Pax Britannia (Defender)
Redside Union: Natasha Redshade (Stalker)
This:
Is what I was talking about when I said this: Fighting near a wall is a minor adjustment. My problem isn't with making minor adjustments to deal with a character's powers. My problem is with the implied "I'm going to play however I want, you 7 people need to just deal with it" attitude behind the statement. Am I accusing you of having that attitude? No. But you did imply it. What if the team had seven members before the energy blaster is invited, and none of them is a controller? Do you kick someone in order to invite a controller, just to contain one character's knockback? That's an unreasonable thing to ask, since there is no guarantee anyone on that team has a controller to switch to, which would be the easiest solution. Like I said, there is good knockback and bad knockback. Energy blast gets a bad rap because it is very commonly the first blaster a new player creates, and all the people (who are also new players a lot of the time) that they team with get a bad impression of what the set is. You can't tell me that a new player automatically knows how to use their knockback intelligently. Well, you could tell me, but I wouldn't believe it Edit: Ad Astra: I have never gotten the impression from any of your posts that you are a retarded monkey |
I don't have to PuG, but I still do, it's how you meet new friends.
there is good knockback and bad knockback. |
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson
Wow, great discussion over the weekend.
As for herding to the tank, that's kind of lame. And while I personally love it when we pull around a corner, it just doesn't happen much. I run into more "fast tanks" than I do pull-to-corner teams.
I admit, she rocks at solo. But I don't really like solo.
I've not been kicked and I've not been told not to play. I've had that happen with a fire/ controller and an ill/ controller.
I"m not abandoning her...yet.
The only adapting of a team to me that I've ever done is announce to the team that I'm an ill/storm, a Lord of Chaos, when joining a team. Usually I get a person asking what that means.
And, after posting this and saying I never see and energy/ blaster, I teamed with one this weekend. Even though I'm katana/wp and depend on RttC and DA for surviability, everything was cool. He didn't operate like a master, but to me it's no biggie. I do have an F button on my keyboard.
And there's good melee strategy and bad melee strategy. It shouldn't all fall on the energy blaster's shoulders. It is supposed to be a team after all.
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What about the controller who's target for their AoE hold just got knocked out of the mob they were trying to hold? Yay, a 4 minute recharge power used on ONE target!
Or the Rad who's anchor gets sent flying, causing the rest of the mob to lose that debuff? (this one can cause a team wipe if that rad's debuffs are important to that particular team)
The kin whose Transfusion failed to keep someone alive because their target was knocked out of range?
Badly used knockback isn't just a problem for melee characters. Most of the time, a target being sent flying is no more than an annoyance for a scrapper or tank. It can be downright dangerous for some ranged characters if they rely on enemy targeted powers for their survival and usefulness.
Yes, a team should make adjustments to having an energy blaster along, but that doesn't mean the energy blaster should just go ahead and start knocking crap everywhere without consideration. The team should not have to change their entire strategy because one player refuses to change theirs.
If the tank is Willpower or Invulnerability, unchecked knockback can get them killed. If the tank is Willpowerm, unchecked knockback can get the team killed. Rise to the Challenge is not a very good taunt aura, if something gets knocked out of it, it is very likely that the tank will have lost that target's agro before it even stands up. One Energy Torrent at the wrong time on a WP tank's mob can spell doom for a team running on higher difficulty settings. Especially if that team was relying on the tank to keep them alive.
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. |
Yes, a team should make adjustments to having an energy blaster along, but that doesn't mean the energy blaster should just go ahead and start knocking crap everywhere without consideration. The team should not have to change their entire strategy because one player refuses to change theirs.
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Part of the teaming experience is that other players can tell you how best to complement their skills. 'Don't use knockback powers, that makes my tank useless', or 'could you only aggro mobs you can kill by yourself', or whatever. It comes from experience, trial and error, that players know how to behave in fights.
The way I team my NRG2 Blaster now is very, very different to how he was teamed in Sewer PUGs, as I'm sure most people's are. This is because of experience and learning how to meld by guy with the myriad of other archetypes and powersets there are available. Currently lvl 43 and learning every time I team
Blueside Union: Starblayde (Blaster), Pax Imperia (Tanker), Pax Britannia (Defender)
Redside Union: Natasha Redshade (Stalker)
If the tank is Willpower or Invulnerability, unchecked knockback can get them killed. If the tank is Willpowerm, unchecked knockback can get the team killed. Rise to the Challenge is not a very good taunt aura, if something gets knocked out of it, it is very likely that the tank will have lost that target's agro before it even stands up. One Energy Torrent at the wrong time on a WP tank's mob can spell doom for a team running on higher difficulty settings. Especially if that team was relying on the tank to keep them alive.
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Inexperienced play is inexperienced play. People who cause scary KB are no more dangerous to the team than the tanker who stops at the front of the spawn and does not switch targets. Or the scrapper who jumps into a 2nd spawn and then runs back to the group trailing a herd of enemies. Or the emp who rocks the aura and fails to buff or the bubbler who does not position his DB well. Or the controller who uses his AoE immob while the spawn is all spread out.
It is just that KB is very visible and obvious to most people. It is harder to realize that a team wiped because the back of the spawn was shooting the squishies. Or because the secondary aggro managers were not paying attention to their team. Or because the spawn failed to die fast enough becasue they were spread out (something KB can cause too). Or because the spawn failed to die fast enough because blasters were mezzed.
I also think a lot of melee oriented characters get upset when their beautifully packed group gets scattered. I know it makes me sad when I play my fire/fire blaster.
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.
If there was an enhancement you could slot that changed KB to KD how much would the popularity of Energy rise?
If there was an enhancement you could slot that changed KB to KD how much would the popularity of Energy rise?
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Energy blast seems very popular to me as is. Its hard to resist the pew pew pew and SMASH of energy blast. I see them all the time in pick up groups and quite a few of the people I play with regularly have some as well.
Experienced players and inexperienced players alike love and play energy blast.
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.
It seems like everyone on teams hates her. They don't say as much, but they also tend to stay really quiet so I think that some are talking using PMs.
I realize my toon's kb is annoying, and she's not powerful enough to kill what she knocks back...
Has anyone ever had an energy^2 they used in teams and didn't just abandon?
I never see this AT around [though she's fun, but not when I'm focused on what I pain I'm being to the team]