Blaster Secondary Sets


Aett_Thorn

 

Posted

It seems that other then Mental manipulation no other secondary set has been added to blasters since the game as been started.

Has anyone heard why? Any reason? I think its about time we get some lovin... Have the dev's said anything at all?

There are so many sets available... is it so hard to use "proliferation" and put something together. I'm thinking Dark Manipulation, Radiation Manipulation, and now kinetic Manipulation. There are so many options out there and it would be nice to see something new. I'm sure other can think of things to.

Any thoughts?


 

Posted

I think you may have hit the nail on the head without realizing it. Proliferation would require quite a bit of tweaks to make other sets work as Blaster secondaries, and that's time that may be hard to justify.

Personally, I'm very ready for more secondaries for Blasters. There's a pretty good selection of primaries now, so I think the secondaries are prime for a boost.


 

Posted

Quote:
Originally Posted by Gehnen View Post
I think you may have hit the nail on the head without realizing it. Proliferation would require quite a bit of tweaks to make other sets work as Blaster secondaries, and that's time that may be hard to justify.

Personally, I'm very ready for more secondaries for Blasters. There's a pretty good selection of primaries now, so I think the secondaries are prime for a boost.
It seems that we have the least amount of secondaries in the game (Aside from epics which only get one anyway). I think the reason for this is because there is no uproar. Personally, I think we need a few more options.


 

Posted

Quote:
Originally Posted by InnerGlow View Post
It seems that we have the least amount of secondaries in the game (Aside from epics which only get one anyway). I think the reason for this is because there is no uproar. Personally, I think we need a few more options.
Masterminds have as many different Primaries as you have secondaries, so that might not be the best option to argue. I'm not saying that more secondaries for Blasters wouldn't be good, just arguing that if we're going by that standard for who should get sets next, MMs are probably higher on the list.


Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson

"I was just the one with the most unsolicited sombrero." - Traegus

 

Posted

Quote:
Originally Posted by Aett_Thorn View Post
Masterminds have as many different Primaries as you have secondaries, so that might not be the best option to argue. I'm not saying that more secondaries for Blasters wouldn't be good, just arguing that if we're going by that standard for who should get sets next, MMs are probably higher on the list.
I see where you are coming from, but note that they just got one in the last issue. Yes, they do need more as well, but at this point you will see that blasters have been using the same secondaries much longer then MM's have been using the same Primaries.

Plus, I am willing to assume that building secondaries for blasters would be much easier then a Primary for an MM. My main argument is, if we are relying on power proliferation then why haven't blasters received new secondaries when there are so many options available to them. Not many new animations would be needed as all the ones I mentioned are pretty much already made.


 

Posted

Quote:
Originally Posted by InnerGlow View Post
I see where you are coming from, but note that they just got one in the last issue. Yes, they do need more as well, but at this point you will see that blasters have been using the same secondaries much longer then MM's have been using the same Primaries.

Plus, I am willing to assume that building secondaries for blasters would be much easier then a Primary for an MM. My main argument is, if we are relying on power proliferation then why haven't blasters received new secondaries when there are so many options available to them. Not many new animations would be needed as all the ones I mentioned are pretty much already made.
Blasters got a new primary as well so its a bit of a push. ( I know they got a keeper and blasters are looking for the receipt for theirs)


 

Posted

Dark, radiation or kinetic Manipulation would be sweet as a secondary...Come to think of it, a Dark primary would also be brilliant.


 

Posted

Quote:
Originally Posted by InnerGlow View Post
It seems that we have the least amount of secondaries in the game (Aside from epics which only get one anyway). I think the reason for this is because there is no uproar. Personally, I think we need a few more options.
I've been waiting for another secondary set for a very long time. Preferably something that is fun to level up with and useful throughout. Notable blaster lovin' only seem to happen every 6 issues or so, making the AT is overdue a little attention. I can dream, but in addition to new (secondary) sets (radiation, dark and kinetic would all be great choices), I'd very much like to see the old ones given TLC as well:

* Make all snipes worthwhile power picks. Increase damage and recharge significantly.
* Soften endurance crash of old-school nukes similar to the Kheldian Quasar or Dawn Strike (-100% recovery and not -1000%).
* Give Frozen Aura the Tanker treatment. It's currently nigh useless and by far the worst tier 9 in the game.
* Give Full Auto the Seeds of Confusion treatment and increase max target from 10 to 16. It's currently the only nuke power affecting less than 16 targets. Also make it debuff ToHit slightly like that kind of suppressive fire is supposed to.
* Give Ignite the i18 Burn treatment.
* Remove corpse-blasting issue with Slug by making damage come sooner.
* Frontloaded damage on Flamethrower or faster ticks.
* Add damage and/or chance of stun to Power Push.
* Add ToHit debuff to Scare similar to Touch of Fear.
* Give Devices a little boost. Make Cloaking Device compare better with Cloak of Darkness and Targetting Drone add a small +dmg/initial critical strike. Change Time Bomb somehow.
* Lower activation time of Scramble Thoughts significantly. Single target, low duration stuns should be fast.
* Lower activation time of Shout and change corresponding sound effect into something a little less grating.
* Lower effect and recharge of Conserve Power.
* Make being mezzed only suppress and not completely shut down offensive auras.
* Add stun resist to Stamina.
* Give summon powers the correct AT damage scalars and not Blaster scalars as is done in many cases (rain powers for Corruptors are much better than for Blasters for instance). Either that or allow Blasters to step on some of the other ATs toes similarly.

I agree with your reasoning for the lack of love. The Blaster AT is still popular, though not nearly as popular as it once was. Novices, and die hard fans of the AT primarily play Blasters, more seasoned players tend to move on to greener pastures. A fact that's reflected on the activity on the boards as well.


 

Posted

Quote:
Originally Posted by Seraphael View Post
I agree with your reasoning for the lack of love. The Blaster AT is still popular, though not nearly as popular as it once was. Novices, and die hard fans of the AT primarily play Blasters, more seasoned players tend to move on to greener pastures. A fact that's reflected on the activity on the boards as well.
So true.


 

Posted

Back in May I asked the people on massively.com "When will Blasters get more secondaries, original or proliferated?" I assume, of course, that they have more access to the CoX team than I do. Anyway, here's their response.

"Soon! Maybe. I've heard tell that we may well be due for another wave of powerset proliferation with the release of Going Rogue, although that's far from a confirmed fact. So Blasters can expect to get some more love there. But we don't have any idea of exactly when we'll see more secondaries as opposed to more primary sets. The trouble is that as Blasters have been designed, they have the undesirable trait that Masterminds share: they've got a setup for one of their sets that nobody else shares.

There are some powersets that are easy to port from one archetype for another. A Scrapper, Brute, or Stalker primary naturally works well as a Tanker secondary, and vice-versa. Defender primaries are Controller secondaries, Blaster and Corruptor primaries work well for Defender secondaries, and so on ad infinitum. The two sets that no one else really gets access to are Blaster secondaries and Mastermind primaries, because each is a pretty unique cocktail.

Dashel pointed out in his very long mail (which was well-appreciated, I'd like to note) that Blasters have the smallest list of secondaries out of every archetype other than epics. This is very true. Masterminds, similarly, have the smallest list of primaries of any non-epic -- and up until Going Rogue, that number was capped at an earth-shattering five. The primary set is a strange mixture of pet powers, pet buffs, and ranged damage. Blasters, meanwhile, have a hybrid setup of light control, melee strikes, and ranged buffs.

In short -- both archetypes have sets that are hard to just bring over without a fair bit of work. And Blasters, as a whole, aren't doing too badly with their ten primary sets. Hopefully we'll see something nice with the next pass of proliferation, but there's a reason they don't usually get secondary love. There's nowhere for the powers to be proliferated from. (Not that it excuses the hundred-odd possible combinations that Defenders get, but...)"


 

Posted

Quote:
Originally Posted by Gravinetix View Post
In short -- both archetypes have sets that are hard to just bring over without a fair bit of work. And Blasters, as a whole, aren't doing too badly with their ten primary sets. Hopefully we'll see something nice with the next pass of proliferation, but there's a reason they don't usually get secondary love. There's nowhere for the powers to be proliferated from. (Not that it excuses the hundred-odd possible combinations that Defenders get, but...)"
That's a blatant cop out if you ask me. They make it sound like creating new Blaster secondaries is like reinventing the wheel, when in reality these secondaries are comprised to a very large degree by pre-existing powers from other sets.

Blaster secondaries are much better compared with Dominator secondaries than Mastermind primaries. Fire and Ice Manipulation doesn't have a single unique power and never had as far as I can recall. Electricity has 1 Energy and Mental Manipulation has 2. Most of these "unique powers" use much the same animation as other powers. Only the maligned set Devices is an outlier with 4 unique powers. Masterminds have about 6 times as many unique powers as Blasters. Stalkers have about twice as many uniques as Blasters.


 

Posted

I like the fact that this is getting a lot of attention from the fan base. And your right seraphael.... There should be no excuse for this... There are many melée sets that can be worked with and add some other powers.

Can we get some idea that we can look forward to something new?


 

Posted

These sort of speculations has been done many, many times before - but repeating it is important so the devs appreciate it's an issue of some importance at least. Radiation Manipulation is likely to be the next foray into Blaster secondaries unless the devs bless us with a double dose of dark awesomness. Here's my take on the two most wanted manipulation sets, both would be quite different (something Blasters desperately need) and fun:

Radiation Manipulation
1. Electron Push: Melee, Minor, Foe Knockback (Energy Thrust)
2. Contaminated Strike: Melee, Moderate, Foe Knockdown, -Defense (Shivan)
3. Quicken Metabolism: Self +Speed, +Recharge, +Recovery, +DMG, Res(Eff) (Self only AM)
4. Radioactive Smash: Melee, High, Foe Knockdown, Disorient, -Fly, -Defense (Shivan)
5. Enervate Foe: Ranged Foe, -DMG, -Res (Single target click version of Enervating Field)
6. Nuclear Shockwave: PBAoE Foe Knockback, Disorient (Lightning Clap)
7. Lingering Radiation: Ranged AoE, Foe -Speed, -Recharge, -Regen
8. Choking Cloud: Toggle, PBAoE Foe Hold
9. Fallout Mutation: Self Rez, Special (Mix of Mutation and Fallout)


Dark Manipulation
1. Midnight Snare: Ranged, Moderate DoT, Foe Immobolize, -To Hit (Gravimetric Snare)
2. Smite: Melee, Moderate DMG, Foe -To Hit
3. Cloak of Darkness: Toggle: Self Stealth, +DEF(All), +Perception, +Res(Immobilize)
4. Touch of Fear: Melee Fear, Foe -To Hit
5. Soul Drain: PBAoE Moderate DMG, Self +DMG +To Hit
6. Petrifying Gaze: Ranged Hold
7. Dark Consumption: PBAoE Moderate DMG, Self +End
8. Black Hole: Ranged AoE, Foe Intangible (A panic button is wasted on Defenders, but useful for Blasters)
9. Vampiric Touch: Melee, Superior DMG, Foe -To Hit, -Regen, Self +Regen (+/-Regen version of Siphon Life)


 

Posted

I'd like to see Martial Arts added as a secondary for blasters. Not sure how they'd have to tweak it but I'd roll a Dual Pistols/Martial Arts blaster any day.


 

Posted

Quote:
Originally Posted by Seraphael View Post
Radiation Manipulation
1. Electron Push: Melee, Minor, Foe Knockback (Energy Thrust)
2. Contaminated Strike: Melee, Moderate, Foe Knockdown, -Defense (Shivan)
3. Quicken Metabolism: Self +Speed, +Recharge, +Recovery, +DMG, Res(Eff) (Self only AM)
4. Radioactive Smash: Melee, High, Foe Knockdown, Disorient, -Fly, -Defense (Shivan)
5. Enervate Foe: Ranged Foe, -DMG, -Res (Single target click version of Enervating Field)
6. Nuclear Shockwave: PBAoE Foe Knockback, Disorient (Lightning Clap)
7. Lingering Radiation: Ranged AoE, Foe -Speed, -Recharge, -Regen
8. Choking Cloud: Toggle, PBAoE Foe Hold
9. Fallout Mutation: Self Rez, Special (Mix of Mutation and Fallout)
love it... want it... I can see the usefulness in PvE and PvP