Highest AoE Blaster DPS?


Athanatosis

 

Posted

Topic, trying to find what that might be (for me anyway). Keep in mind I am looking for best AoE damage, single target damage is just a bonus.

A few things first:
1. I like to team regardless of AT. Especially like to team while playign a blaster due to squishiness.
2. I played a Fire/Dev up till ~32, but I simply just do not like Devices. Too many solo oriented powers and it's just too slow overall IMO. Also, see #1.
3. I read this thread: http://boards.cityofheroes.com/showthread.php?t=139004. It sounds like the winner is Fire/???. Fire/MM was mentioned a bunch of times but there was no clear winner, or so it seemed.
4. I read this guide: http://boards.cityofheroes.com/showthread.php?t=129320. Fire/Ice and AR/EM were brought up and had builds posted.
5. I do not want AR, Archery, or Eng as primaries, and no /Dev.

That said:
-What puts out the MOST AoE DPS?
-A dead blaster cannot blast. If a Pri or secondary switch is worth getting a bit of mitigation to avoid 50% of faceplants (just picked a number as an example), then I'd like to hear the suggestion
-Blasters are squishy, however, a set like Rad/Fire seems to be very PBAoE oriented. I'd be willing to play this and learn to "blap" if it puts out top damage. Range is preferred however. If the difference is relatively negligible, I'd rather choose ranged simply for survivability purposes.

So far I'm thinking either Fire/Ice, Fire/MM, Rad/MM or Rad/Fire. I don't need builds, just primary/secondary suggestions. Any suggestions?

Thank you

-MT


Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."

 

Posted

Fire, AR, and Archery are the best AoE Blaster primary sets. Of the three, Fire offers the highest single target damage and at least as much AoE as the others so it's definitely the overall damage king. (Archery is a lot safer though since you can use Rain of Arrows without direct line of sight.)

As far as secondaries go, /Fire and /Mental are the only ones with significant AoE damage. /Fire may have a slight edge since it has a damage aura, but it requires you to stay in melee range a lot. /Mental has a cone and a PBAoE instead of two PBAoEs and a damage aura, so you can open up from 40 feet away or so instead of jumping right into the middle of a group, though you'll still spend some time there since you'll want to use Drain Psyche to boost your regen.

Ultimately, it comes down to your tolerance for jumping around. If you don't mind hopping back and forth a lot between cone and PBAoE range, go Fire/Mental. If you'd rather just build for +HP and softcapped S/L defense and jump straight into the middle of each mob like a Scrapper, go Fire/Fire.

You can also go Fire/Ice and give up some damage for a lot of mitigation... you won't kill as fast but you'll be able to slow things to a crawl, make them fall flat on their faces, and burn them down with fireballs and fire breath. Plus you'll actually be able to use Rain of Fire to good effect.


Cascade, level 50 Blaster (NRG/NRG since before it was cool)
Mechmeister, level 50 Bots / Traps MM
FAR too many non-50 alts to name

[u]Arcs[u]
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Posted

It seems like anything with a crashless nuke is going to win this category. Fire/ has more aoe damage in it's first 8 powers than DP, AR or Arch, but the fact that those three sets can have their minion-and-LT-shredding nuke available every other spawn (or even every spawn, in highend Archery builds) seems like it puts them ahead.

My DP/MM blaster is a buzzsaw on 8 man teams; I'll open with BU > hail of bullets > psy shockwave, then joust out while rain of bullets fires. If enough things are still alive at that point, I can go to two cones (empty clips and psy scream.)

Fire/MM is great at aoe, no question, but it's nuke is infrequently available and crashes your endurance.

If you're willing to spend the inf to softcap it, DP/fire might be pretty awesome. If you can live with being in the middle of a big group for extended periods of time, /fire will probably pump out more raw damage than anything else.


@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)

 

Posted

I would tend to agree with StrykerX with a few caveats.

Rad is a good AOE primary as well especially if you don't mind being in close/melee range. It also accepts the achilles heel proc which can greatly boost your damage.

Fire/ is the undisputed king of AoE for 2 reasons. It has fast activations and it's secondary effect is more damage. The problem is mitigation since it has nothing that provides any hard control and it's only soft control is the unenhanceable slow in RoF.

Archery is good since it has a non-TAoE, a TAoE, and a cone. All with fast to medium animation times. It has a hard control in Stunning Shot and a soft control in the KB of Explosive.

AR is good because it has a TAoE and 3 cones plus a patch power than can affect multiple targets. It has a hard control in Bean Bag, 2 AoE KB powers, and an avoid in the patch power. The down side is that it lacks AIM and it has medium to long activations.

For secondaries, /Ice and /Devices are mitigation heavy.

On the other end of the spectrum you have Mental which has a grab bag of utility powers including a potent regen/recovery tool and an extra damage cone.

/Fire is going to have the highest AoE damage output of secondaries which it does by having more damage as it's secondary effect and giving up mitigation. The only mitigation that /Fire has is the slow and avoid in Hot Feet. The down side is that the animations are dangerously long especially since the mitigation is low.

To survive with a Fire/Fire you need a lot of skill or a good tank/support teammates. Taking Force Mastery as an epic power pool is also a good idea.


-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

 

Posted

Quote:
Originally Posted by Silencer7 View Post
My DP/MM blaster is a buzzsaw on 8 man teams; I'll open with BU > hail of bullets > psy shockwave, then joust out while rain of bullets fires. If enough things are still alive at that point, I can go to two cones (empty clips and psy scream.)
I am huge fan of fire/ but to point blank answer the question of best AoE blaster build I may have to put my vote in for DP/MM. The non-end crash nuke recharges fast and with a little understanding of proper placement prior to opening with your alpha of choice, you can meld the AOE and Cone damage of these two sets with great effect and blazing speed despite the animation times.

Lach


 

Posted

Although I agree /Fire and /MM top the list of AoE damage secondaries, /Elec is close enough behind that if you decide to hybridize between AoE and single target blapping, /Elec is a good choice.

Lightning Field has the same big radius as Hot Feet (though less damage and no Afraid, -Fly, or Slow effects). Thunder Strike has minor AoE damage in a so-so size radius. The single target blaps are on par with /EM.


 

Posted

/elec is anything but an aoe set. It has lightning field, but that's all really. The tiny aoe splash on thunderstrike is barely worth mentioning.


@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)

 

Posted

Quote:
Originally Posted by Silencer7 View Post
/elec is anything but an aoe set. It has lightning field, but that's all really. The tiny aoe splash on thunderstrike is barely worth mentioning.
Well, I tend to think of /Electric as an enabler. Power Sink allows you to nuke at will, thus making old school nukes less situational. With Fire/Elec, you can use Fireball, Rain of Fire (synergize well with slotted Snow Storm), Fire Breath and Inferno - a significant amount of AoE - and put the smack down on tough guys with some of the best single target damage in the game.


 

Posted

Arch/Fire played in melee range.


 

Posted

Thanks for all the great input here everyone. Decisions, decisions... A few more questions.

1. The main reasons I didn't want AR is because of resistance by enemies (esp late game). Is this a problem?
2. Archery and DP, do they have any re-draw issues when using the secondary?
3. The DP "crashless nuke" is which power, is this the tier 8 Hail of Bullets? So it doesn't crash like normal blaster nukes? Sorry not familiar with the set yet.

Thanks

-MT


Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."

 

Posted

I want to add a question, too. This thread has inspired me to roll a DP/MM for massive AoE.

The thing is, I HATE cones. I would prefer to never, ever use them. To entirely leave them out of my sets, even. I like PBAoE or targeted AoEs. IF I choose never to use any cones, would DP/MM still be the best AoE choice for Blasters? Or considering a no-cone build (for any set) would another powerset combo shine?


 

Posted

Quote:
Originally Posted by Athanatosis View Post
IF I choose never to use any cones, would DP/MM still be the best AoE choice for Blasters? Or considering a no-cone build (for any set) would another powerset combo shine?
I don't think under any conditions would DP/MM classify as the best AoE choice cones or otherwise.

A no-cone combo that would be most damaging is:
arch/fire
fire/fire
arch/mm
fire/mm

then followed by dp, rad, and elec paired with /fire or /mm.


 

Posted

My vote is for Rad/Fire or Fire/MM....depends on how you like to give the hurt. Arch/Fire would also be a solid choice.


 

Posted

Quote:
Originally Posted by Frosticus View Post
I don't think under any conditions would DP/MM classify as the best AoE choice cones or otherwise.

A no-cone combo that would be most damaging is:
arch/fire
fire/fire
arch/mm
fire/mm

then followed by dp, rad, and elec paired with /fire or /mm.
Ah, I see. It's hard to figure out what's true or not when all I've got to go off of are so many varying opinions!

Even if I were to master swapping ammo at the right times to maximize damage, DP still wouldn't be up there with Fire or Arch? I've liked the idea of Fire so far but after reading this thread the idea of a no-crash nuke seems a lot more efficient in terms of fast paced eight man teaming and getting as much AoE out as possible without having to take breaks between spawns. Inferno is awesome and all, but in terms of damage dished out per mission, I think the end crash and subsequent downtime could really hold a player back.

Honestly though, I've never personally experienced an END crash, so this is purely theorizing on my part based upon what I've either read or seen while researching powers. For all I know, END crashes aren't a big deal at all, and my fear of them is from the over-reaction of others and their tear filled rage threads.


 

Posted

Quote:
Originally Posted by Athanatosis View Post
Honestly though, I've never personally experienced an END crash...
You aren't fighting hard enough.


 

Posted

If you're not using cones as fire/mm, something has gone terribly wrong.

Also redraw times are normalized now, so you'll only have a problem with redraw if you really hate watching the animation.


@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)

 

Posted

Quote:
Originally Posted by Athanatosis View Post
Ah, I see. It's hard to figure out what's true or not when all I've got to go off of are so many varying opinions!

Even if I were to master swapping ammo at the right times to maximize damage, DP still wouldn't be up there with Fire or Arch? I've liked the idea of Fire so far but after reading this thread the idea of a no-crash nuke seems a lot more efficient in terms of fast paced eight man teaming and getting as much AoE out as possible without having to take breaks between spawns. Inferno is awesome and all, but in terms of damage dished out per mission, I think the end crash and subsequent downtime could really hold a player back.

Honestly though, I've never personally experienced an END crash, so this is purely theorizing on my part based upon what I've either read or seen while researching powers. For all I know, END crashes aren't a big deal at all, and my fear of them is from the over-reaction of others and their tear filled rage threads.
My personal feeling is that as long as you can live with being in melee, DP probably beats archery. Bullet rain does slightly more native damage than explosive arrow (empty clips and fistful are the same.) Hail of bullets does more damage than RoA, but RoA's up more often, so the comparison there is going to depend a lot on your team and what buffs you have. Most importantly, DP gets to shift some of its damage away from lethal.

End crashes aren't a huge deal, but they result in lost DPS time. Even on my fire/elec, I wind up losing time to crashes, because I'm out of blues or there's nothing left to use power sink on, or because the inferno recovery debuff keeps me from going full speed even if I can fill my end bar.

Also just in terms of gameplay, I'm much more likely to use a crashless nuke on 4-5 enemies and get the damage out of it than I am to use a long-recharge nuke with a crash. In practice I use RoA and HoB practically on cooldown; with inferno, I pick my spots.


@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)

 

Posted

Quote:
Originally Posted by Athanatosis View Post
Ah, I see. It's hard to figure out what's true or not when all I've got to go off of are so many varying opinions!

Even if I were to master swapping ammo at the right times to maximize damage, DP still wouldn't be up there with Fire or Arch? I've liked the idea of Fire so far but after reading this thread the idea of a no-crash nuke seems a lot more efficient in terms of fast paced eight man teaming and getting as much AoE out as possible without having to take breaks between spawns. Inferno is awesome and all, but in terms of damage dished out per mission, I think the end crash and subsequent downtime could really hold a player back.

Honestly though, I've never personally experienced an END crash, so this is purely theorizing on my part based upon what I've either read or seen while researching powers. For all I know, END crashes aren't a big deal at all, and my fear of them is from the over-reaction of others and their tear filled rage threads.
I wasn't counting Inferno when I made that list. It isn't very hard to figure out just look at the damage of the various aoe powers.

That said, you should play what you want to play. If you want to make a dp/x then make it. Their damage may not be tops, but it is still going to kill a lot of things on a team.


 

Posted

Quote:
Originally Posted by Silencer7 View Post
Also redraw times are normalized now, so you'll only have a problem with redraw if you really hate watching the animation.
This is not accurate. If you experience a redraw it directly increases the length the cast time by the amount of time said weapon takes to draw.

Redraw no longer matters if you keep your weapon out, whereas it used to be baked into the power cast times, hence why they all had pauses at the end if the weapons was already out.

If you are actively switching back and forth from drawn to non-draw you will greatly slow down your attacks.


 

Posted

Quote:
Originally Posted by Frosticus View Post
This is not accurate. If you experience a redraw it directly increases the length the cast time by the amount of time said weapon takes to draw.

Redraw no longer matters if you keep your weapon out, whereas it used to be baked into the power cast times, hence why they all had pauses at the end if the weapons was already out.

If you are actively switching back and forth from drawn to non-draw you will greatly slow down your attacks.
I thought that some issues ago the animations were changed to play out within the set animation time of the power? I know that sometimes I'll observe aim shot or executioner's shot register their damage before the animation actually even finishes, because the powers take so long to go off.

I guess I could be misremembering though.


@Dysc, on virtue:
Virtue blues: Overnight (DP/MM), Kid Ridiculous (FC/rad), Panorama (Ill/time)
Virtue reds: Block Party (SS/SD), Goldcrush (earth/fire), Deadwire (claws/elec), Snowcrush (ice/kin)

 

Posted

Quote:
Originally Posted by Silencer7 View Post
I thought that some issues ago the animations were changed to play out within the set animation time of the power? I know that sometimes I'll observe aim shot or executioner's shot register their damage before the animation actually even finishes, because the powers take so long to go off.

I guess I could be misremembering though.
Ya someitmes they'll fire the damage while still drawing the weapon. That is a bug though and looks silly to prove it heh.

The old way was each attack had a set time. If your weapon was out you'd pause at the end before you could do the next move. Old Broadsword was horrible in this regard. If you didn't have your weapon out there would be no pause at the end as that time would be spent drawing the weapon.

The way it is now* is that they removed the baked in draw time so that if you are chaining weapon attacks it is now smoother and faster. In some cases, much faster. However, if you force a redraw you experience the "old" cast time.

*spines and thorny still have the baked in times. So aside from the stupid redraw sound and hitch in your movement they don't gain or lose time by keeping the spines out or redrawing constantly.


 

Posted

I don't see any mention of Radiation/Mental?

I have to say after playing a short time (28 at the moment) I am a complete AoE machine.

Neutron bomb
Haze
Scream
A self heal/End boost

I rarely use either of the 2 single hit attacks (except my nice stun).


 

Posted

Fire/MM for me.

the /MM part especially since it's psi damage and seems to hit more often then the fire part, especially in pvp.

(yes I know psi is resisted in high end pve, but if you are facing something that has "tier 9'd up" and your fire damage is doing piddly damage, I often find that the psionic attacks seem to do the trick. rare situation but it happens.)


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!

 

Posted

Quote:
Originally Posted by Infernus_Hades View Post
I don't see any mention of Radiation/Mental?

I have to say after playing a short time (28 at the moment) I am a complete AoE machine.

Neutron bomb
Haze
Scream
A self heal/End boost

I rarely use either of the 2 single hit attacks (except my nice stun).
Is the KB on Haze bad?

-MT


Global: @Master Templar on Freedom.
"This here's my demon face. You see I'm Satan's onion...s-scallion.. 'Minion?' no, not that."

 

Posted

Quote:
Originally Posted by Master_Templar View Post
Is the KB on Haze bad?

-MT
It doesn't happen often, so no. I forget the percentage of KB happening though.