So...it has to be brought up again!
Are you suggesting that the devs make an EAT that doesn't have a backstory even though they've explicitly stated that the "epic" in "epic archetype" refers to the backstory of the AT rather than the capabilities of the AT? If it doesn't have an overarching backstory and it doesn't have a real role on a team, what's the point of spending all of the effort to develop it in the first place? And, even more, why would the devs want to arbitrarily make a DP/Armor EAT when they've shown no special proclivity to making EATs that aren't multitaskers of some kind (and a DP/Armor AT would definitely be a monotasker unless it was designed to alternate between ranged damage and ranged tanking) or are using powers largely unique to that EAT (which it wouldn't really do because you're asking for the EAT to explicitly use an existing blast set)?
You still haven't tackled the issue of "what is it supposed to do on a team" either. Just saying "make it an EAT" doesn't deal with that issue. Khelds were intended to be JOATs that could flit between roles (blaster/scrapper/tanker and blaster/controller/tanker) and SoAs are designed to be damage dealers with low maintenance support capabilities. If it's going to be made into an EAT, there would still need to be some justification for it within the confines of the game. |
A great mix of Martial Arts and Dual Pistols Attacks (if you have one tier 1, you dont get the other)/Various Armors and Debuffs/Buffs (if you have one tier 1, you dont get the other).
Epic Storyline...A new project of Neuron's that has been copied by the Resistance through other means...Science or Tech background for Loyalists version, Mutant/Magic background for Resistance version...they're super soldiers, weapons of war!
BrandX Future Staff Fighter

The BrandX Collection
Every suggestion I have ever seen for a ranged/armor AT falls prey to this argument: if you create a balanced version of a ranged/armor AT (balanced both internally and against the existing ATs it would be competing against), there isn't a point in bringing one because whatever it brings to the party is brought more effectively by someone else. The only role it would really fulfill would be soloing, and the devs aren't likely to make an AT that pretty much only exists to solo.
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In fact, why even bring Corruptors to a team right now when you can take Defenders or Blasters, instead? If you need damage, grab a Blaster. It blasts harder than a Corruptor, and it has more health, to boot. If you need support, grab a Defender. It has higher support modifiers. Yet people keep playing Corruptors and keep getting invited to teams, because corruptors can do both.
I don't see why an AT that provides less damage than a Blaster but can protect itself is immediately cast aside as worthless. After all, that's very much what Blasters are, to say nothing of Brutes.
People want an AT that can use guns and/or have blasts, but also have the capability of protecting itself passively without being designed as a glass cannon. Considering Positron's "give the players what they want within reason," I would assume that it is therefore the developers' job to figure out how such a thing would work mechanically and how it would fit into the game once it has been established that people do indeed want this. And considering this has been suggested for as long as I've been in this game, I dare say that much has been proven. We certainly had a far less convincing argument for powerset proliferation and power customization, basically coming down to "I want this," so I dare say precedent has been set.
It would be good if players could sit down and design a perfect AT with sets and powers ready to receive artwork, if they aren't ports of existing powersets anyway, which Castle could look at, go "I like!" and just import our numbers into his spreadsheets. It would be ideal. But even when we lack such convincing numerical analysis, this should not be taken as evidence that such a thing should NOT be made.
We, as players, should only ever be expected to know what we want, NOT how to make it happen.
*edit*
If it was done that way (which is actually what I've suggested numerous times when the issue of a "ranged/armor" AT is brought up), I think the devs would likely just rather create an entirely new basic AT with powersets drawn from existing powers rather than an EAT, especially if it's not really adding anything new (other than an AT). I can only assume that I've convinced you that, rather than having an AT that is simply ranged/armor, it would be better to have one that is assault/(armor + support) because of gameplay issues.
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Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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You want a tankmage?
Here.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Tankmage: Level 50 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Electricity Manipulation
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Pistols -- Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(3), Entrpc-Dmg/Rchg:35(3), Entrpc-Dmg/EndRdx/Rchg:35(5), Entrpc-Heal%:35(5)
Level 1: Electric Fence -- Empty(A)
Level 2: Dual Wield -- Entrpc-Acc/Dmg:35(A), Entrpc-Dmg/EndRdx:35(7), Entrpc-Dmg/Rchg:35(7), Entrpc-Dmg/EndRdx/Rchg:35(9), Entrpc-Heal%:35(9)
Level 4: Empty Clips -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(11), Posi-Dmg/Rchg:50(11), Posi-Acc/Dmg/EndRdx:50(13), Posi-Dam%:50(13)
Level 6: Lightning Field -- Oblit-Acc/Rchg:50(A), Oblit-Dmg/Rchg:50(15), Oblit-Acc/Dmg/Rchg:50(15), Oblit-Acc/Dmg/EndRdx/Rchg:50(17), Oblit-%Dam:50(17)
Level 8: Swift -- Empty(A)
Level 10: Swap Ammo
Level 12: Bullet Rain -- Posi-Acc/Dmg:50(A), Posi-Dmg/EndRdx:50(19), Posi-Dmg/Rchg:50(19), Posi-Acc/Dmg/EndRdx:50(21), Posi-Dam%:50(21)
Level 14: Health -- Mrcl-Rcvry+:30(A), Numna-Regen/Rcvry+:50(23)
Level 16: Suppressive Fire -- BasGaze-Acc/Hold:30(A), BasGaze-Rchg/Hold:30(23), BasGaze-EndRdx/Rchg/Hold:30(25), BasGaze-Acc/EndRdx/Rchg/Hold:30(25)
Level 18: Charged Brawl -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(27), KntkC'bat-Dmg/Rchg:35(27), KntkC'bat-Dmg/EndRdx/Rchg:35(29)
Level 20: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(29), EndMod-I:50(31)
Level 22: Havoc Punch -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(31), KntkC'bat-Dmg/Rchg:35(31), KntkC'bat-Dmg/EndRdx/Rchg:35(33)
Level 24: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(33), KntkC'bat-Dmg/Rchg:35(33), KntkC'bat-Dmg/EndRdx/Rchg:35(34)
Level 26: Tough -- RctvArm-ResDam:40(A), RctvArm-ResDam/EndRdx:40(34), RctvArm-ResDam/Rchg:40(34), RctvArm-ResDam/EndRdx/Rchg:40(36), S'fstPrt-ResDam/Def+:30(36)
Level 28: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(36), DefBuff-I:50(37)
Level 30: Executioner's Shot -- Apoc-Dmg/Rchg:50(A), Apoc-Acc/Dmg/Rchg:50(37), Apoc-Acc/Rchg:50(37), Apoc-Dmg/EndRdx:50(39), Apoc-Dam%:50(39)
Level 32: Piercing Rounds -- Ragnrk-Dmg/Rchg:50(A), Ragnrk-Acc/Dmg/Rchg:50(39), Ragnrk-Acc/Rchg:50(40), Ragnrk-Dmg/EndRdx:50(40), Ragnrk-Knock%:50(40)
Level 35: Hail of Bullets -- Armgdn-Dmg/Rchg:50(A), Armgdn-Acc/Dmg/Rchg:50(42), Armgdn-Acc/Rchg:50(42), Armgdn-Dmg/EndRdx:50(42), Armgdn-Dam%:50(43)
Level 38: Thunder Strike -- Oblit-Acc/Rchg:50(A), Oblit-Dmg/Rchg:50(43), Oblit-Acc/Dmg/Rchg:50(43), Oblit-Acc/Dmg/EndRdx/Rchg:50(45), Oblit-%Dam:50(45)
Level 41: Power Sink -- P'Shift-EndMod/Acc:50(A), P'Shift-EndMod/Acc/Rchg:50(45), Efficacy-EndMod/Acc:50(46), Efficacy-EndMod/Acc/Rchg:50(46)
Level 44: Scorpion Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(46), DefBuff-I:50(48)
Level 47: Shocking Grasp -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(48), KntkC'bat-Dmg/Rchg:35(48), KntkC'bat-Dmg/EndRdx/Rchg:35(50)
Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50), RechRdx-I:50(50)
------------
Level 1: Brawl -- Hectmb-Dam%:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Defiance
Level 4: Ninja Run
------------
Set Bonus Totals:
- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 19.3% Defense(Smashing)
- 19.3% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 6.75% Defense(Energy)
- 6.75% Defense(Negative)
- 3% Defense(Psionic)
- 11.1% Defense(Melee)
- 4.88% Defense(Ranged)
- 3% Defense(AoE)
- 4.5% Max End
- 66% Enhancement(Accuracy)
- 87.5% Enhancement(RechargeTime)
- 10% FlySpeed
- 122 HP (10.1%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Confused) 5.5%
- MezResist(Immobilize) 12.1%
- MezResist(Stun) 4.4%
- 15% (0.25 End/sec) Recovery
- 56% (2.82 HP/sec) Regeneration
- 8.19% Resistance(Fire)
- 8.19% Resistance(Cold)
- 10% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1426;709;1418;HEX;| |78DA9D94DB4E13511486F7F44029B4B4052A9496D2169043614AE311D0982898606| |C528170A5364319CBC8386DDAC1C89D0FA088C6E8954FA1468DAF61D477F150F75A| |FF2EE8AD0DFCDFEEEC7FFEB566B187D2A39590108FAF082D7CCD365AADCA55A9AED| |9F4978C9A55EDDE349CBD0746CD0C0821926AABB26E383573475FD937EC4AD96AB9| |75BB35DDD9DBD86F34EA4D575FB5CDAADBB4AA967B5029198ED5D8B70DD7AA3BB13| |567D76C9A8EAB7716A172BD6EEBD72DD7315BADB0FA52DB752DA7D6C3DF361AA6B9| |13E3E59AF3D06A59DB962D6313AB0DABAA77EA968CAA2985D607C3B2D919F99B880| |AF569FBC453899CF01C02CF18BE23E03963471CDBE58FFC881119A0A9000D015D08| |E842403702BA11909476AFB27BDF4A1445CF3BE03D23F401F8C8B827D5AFECFE9F1| |EBAD4F70BF8CD88B6010A2D0ABFFC1B0434B417E0F652B25E1057DAA372DDABC27A| |51BB1FB5FB517B10B507513B20C3C2B8550BDF908B51716A4BA39DB40C8A20C81BF| |9E2E19DAF8CE16FC07786291D31E58B95F9F9476E01EB8CD40666232B0DA09267E0| |353F50EA05239DE1566A52E32A288EA03482D208CA2048934143CA37045F06BE0C7| |C59F8BCD29740415F22271753229B06C618E35960881FDB27ED49D55F32CE23181F| |644CA4B9BFB128D990373ACF9D4FE84081717A01283232D23EA6EC6367B07396317| |50E380F5C6064A3D433ECB945BE34B3042C039718B39719F7A57152D92771666671| |66667166E67066E67066F6A4715AD37866D3AFB0F392317F041C327EC82EF26A087| |90C611E43286008B6545D0D5FC7F00B187E01C32F62F83939CD0515B490E75B8BFF| |20E5FBEB25CB73F19B74491D6C11E44B65DFF18B2734DC983D71B583272FDAFF7E3| |E853A7D04D77BA46E929449B6486E93DC21B94B62906C935449DA9F8FEF8E5CA4BE| |164996489649E2F48FE7093903F44EF6928448C2247D24119228C900C908C91B92F| |61FA0A7FE2E| |-------------------------------------------------------------------|
Happy now?

>
"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat

In fact, why even bring Corruptors to a team right now when you can take Defenders or Blasters, instead? |
I don't see why an AT that provides less damage than a Blaster but can protect itself is immediately cast aside as worthless. After all, that's very much what Blasters are, to say nothing of Brutes. |
Is it really worth splitting hairs on whether the primary is "ranged" or "assault" when a mix of melee and ranged combat has always been the theme here? |
And beyond that, I don't believe you'll ever be able to convince me, specifically, that a Ranged/Defence AT should include support in any fashion. Even if that's numerically balanced, it's not something I want. Given how Shield Defence turned out, I am not interested in any more of that. |
Scrapper - Damage Primary
Blaster - Damage Primary
Stalker - Damage Primary
Brute - Damage Primary
Corruptor - Damage Primary
So since half of the non-epic archetypes in the game claim damage as their primary do we really need yet another one? Why not spend the development time on innovation rather than just creating another blunt instrument?
>
"I am a Tank. I am your first choice, I am your last hope." -- Rune Bull
"Durability is the quintessential super-power. " -- Sailboat

That's kind of the point. Kheldians are a remarkably unpopular AT to bring into groups.
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Are you just barely glancing over arguments before you read them? Corruptors have higher damage than Defenders and provide support that Blasters don't. That's the point. |
So Blasters are like Blasters with less damage and higher survivability? Say what? Brutes have the advantage of tankability while on teams and average damage roughly equivalent to a Scrapper (the only time they drop below in heavily buffed circumstances). They deal the same amount of damage and provide a useful utility to the team. |
And keep in mind that if you manage to answer that question, you're constructing an argument FOR Assault/Defence ATs.
Was I looking to convince you? Not really. I was saying that to BrandX. |
I'd also like to point out that whenever I talk about (armor + support) I'm not referring to anything even remotely similar to what Shield Defense did. I'm talking about having 2-3 shields, a mez toggle, and the rest of the powers in the set being ally buffs, debuffs, etc. taken explicitly from existing sets with a thematic equivalent. For example, a Fire Support set could include Fire Shield, Plasma Shield (self), Warmth, Thermal Shield, Plasma Shield (buff), Power of the Phoenix, Thaw, Forge, and Melt Armor. An Ice support set could include Frozen Armor, Glacial Armor, Wet Ice, Ice Shield, Glacial Shield, Frostwork, Arctic Fog, Snow Storm, Sleet, and Heat Loss. The Shield Defense model isn't (armor + support); it's armor with a couple support powers. Completely different. |
The entire argument for "an Ironman" is to do what a Blaster cannot - feel confident in one's own powers when alone and without a team. A Scrapper can. A Brute can. A Mastermind REALLY can. A Blaster can't, not really. A Blaster who plays with the bravery of a Scrapper dies. The only successful Blasters are those who play cautiously, which is not to say slowly or avoiding risks, but more to say only ever taking calculated risks. With a Scrapper, I can dive into a spawn and trust that either I will be able to succeed, or I will have enough time between when I realise I won't to when I am doomed to actually do something about it. The line between "doing great" and "dead meat" with a Blaster is far, far, FAR too fine for that.
Why explain all this? Well, because this centres around the solo game most of all. I've said it many times before - when you are on a team, you have other people to cover for your weaknesses. On a decent team, a Blaster's fragility is largely mitigated, allowing the Blaster to, in essence, play like a Scrapper, with the same kind of confidence and the same kind of aggression. One does not need a defence set to defend himself when on a team, because more often than not, the team will do that for him. One does, however, need a defence set to defend himself when solo, or resort to cautious, "challenging" play.
The point of an Assault/Defence set, at least how I'd design it, is to provide a unique experience of fighting at all ranges via inherent powers designed to alternate between benefiting each. Regardless of what they're intended to do, combat ATs fall in two categories - those who have enough protection to stand and fight in melee and those who don't, going into melee only to deliver quick attacks and then backing up to range once more. What my ultimate dream for an Assault/Defence AT is, is for that AT to be rewarded for sometimes fighting from range and sometimes fighting in melee, but never encouraged to just pick one at the expense of the other.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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But your argument as I read it was that an Assault/Defence AT would do less damage than a Blaster and have less survivability than a Scrapper, so why bother getting that if you could get either of those. To which I respond with the question of why get a Dominator when a Blaster deals more damage and a Defender supports better. If a Dominator, who is the mid-point between Defender and Blaster, can still be useful as a generalist character, then why couldn't a Support/Defence AT, which is the mid-point between a Blaster and Scrapper, get the same treatment?
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Blasters are useful on teams because they provide lots of damage. Scrappers are also useful because they provide lots of damage. Blasters have range to keep them out of the ranges that would cause them to get killed. Scrappers have the defense to keep themselves alive while in melee. Blasters and Scrappers are balanced functionally.
Corruptors deal more damage than Defenders, but Defenders have better support capability. Corrupters and Defenders are balanced functionally. Controllers have lower damage and high support capability but support less than Defenders and on par with Corrupters. The three ATs are balanced functionally. Dominators deal more damage than any of the previous ATs but only offer support through control capabilities rather than direct support. The 4 ATs are balanced functionally.
The proposed ranged/armor AT (or assault/armor) would have to have lower damage than Blasters to prevent making Blasters irrelevant. It would also have to have lower survivability than Stalkers to prevent making Stalkers irrelevant (since, theoretically, Stalker and Blaster damage is roughly tied). Because of this, you get an AT that deals less damage than a Blaster and is squishier than a Stalker. Because of this, there is no reason to bring the AT onto a team because you could get any other damage based AT and deal more damage with less risk to the individual (because, as you have stated, the set would need to flit between ranged and melee).
Was that a simple enough explanation for you or should I go over it again (for at least the third time in this thread)?
I think you mean "Brutes" in the first sentence. |
And my beef is between Blasters and Scrappers. Scrappers can't really tank (I've tried, not on a build that isn't specially designed for that) well enough to play the tank, and they deal markedly less damage than Blasters. They have self-protection capabilities, but how do their self-protection capabilities help a team in such a way that more damage wouldn't? |
If it bothers you, I can refrain from doing this to you in the future. Just say the word. |
I have no problem with people attempting to find problems with my ideas and suggestions. I actively encourage it, if only by being a jackass so that people that I anger feel the need to overanalyze everything I say in an attempt to prove me incorrect (what? you think I'm incapable of being nice?). The fact that 99% of the time I'm having to explain a topic again (rather than having to defend my position) just because the people that disagree didn't understand me the first time I explained the topic lends a bit of credence to that argument. If you want to prove me wrong, it doesn't help your position when your flawed grasp of the situation is being pointed out by the guy you disagree with.
That's not an argument to proclaim team-only powers as useless and worthless, but more so to proclaim them useless and worthless WHEN SOLO. |
Right... Viable AT design meet Sam. Sam meet viable AT design. Is this the first time you've ever met?
The point of an Assault/Defence set, at least how I'd design it, is to provide a unique experience of fighting at all ranges via inherent powers designed to alternate between benefiting each. |
AT to be rewarded for sometimes fighting from range and sometimes fighting in melee, but never encouraged to just pick one at the expense of the other. |
Okay, will try this again.
Ranged hoverblaster with defense cap.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Ranged Tankmage: Level 50 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Electricity Manipulation
Power Pool: Fitness
Power Pool: Leadership
Power Pool: Flight
Power Pool: Fighting
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Pistols -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(7)
Level 1: Electric Fence -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(7), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Dmg/EndRdx/Rchg:50(11)
Level 2: Dual Wield -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(13), Thundr-Dmg/Rchg:50(13), Thundr-Acc/Dmg/Rchg:50(15), Thundr-Acc/Dmg/EndRdx:50(15), Thundr-Dmg/EndRdx/Rchg:50(17)
Level 4: Empty Clips -- P'ngTtl-Acc/Slow:50(A), P'ngTtl-Dmg/Slow:50(17), P'ngTtl-Acc/EndRdx:50(23), P'ngTtl-Rng/Slow:50(27), P'ngTtl-EndRdx/Rchg/Slow:50(27), P'ngTtl--Rchg%:50(29)
Level 6: Swift -- Run-I:50(A)
Level 8: Swap Ammo
Level 10: Bullet Rain -- P'ngTtl-Acc/Slow:50(A), P'ngTtl-Dmg/Slow:50(29), P'ngTtl-Acc/EndRdx:50(31), P'ngTtl-Rng/Slow:50(31), P'ngTtl-EndRdx/Rchg/Slow:50(31), P'ngTtl--Rchg%:50(33)
Level 12: Suppressive Fire -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(33), Lock-Rchg/Hold:50(33), Lock-EndRdx/Rchg/Hold:50(34), Lock-Acc/EndRdx/Rchg/Hold:50(34), Lock-%Hold:50(34)
Level 14: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(50)
Level 16: Build Up -- RechRdx-I:50(A)
Level 18: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), DefBuff-I:50(19)
Level 20: Hover -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(21), DefBuff-I:50(21), DefBuff-I:50(23)
Level 22: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(50)
Level 24: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(48)
Level 26: Executioner's Shot -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(36), Thundr-Dmg/Rchg:50(36), Thundr-Acc/Dmg/Rchg:50(37), Thundr-Acc/Dmg/EndRdx:50(37), Thundr-Dmg/EndRdx/Rchg:50(37)
Level 28: Piercing Rounds -- P'ngTtl-Acc/Slow:50(A), P'ngTtl-Dmg/Slow:50(39), P'ngTtl-Acc/EndRdx:50(39), P'ngTtl-Rng/Slow:50(39), P'ngTtl-EndRdx/Rchg/Slow:50(40), P'ngTtl--Rchg%:50(40)
Level 30: Thunder Strike -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(40), Erad-Acc/Dmg/EndRdx/Rchg:30(42), ExStrk-Dmg/KB:20(43), ExStrk-Acc/KB:20(43), ExStrk-Dam%:20(43)
Level 32: Hail of Bullets -- ExStrk-Dmg/KB:20(A), ExStrk-Dam%:20(45), ExStrk-Acc/KB:20(45), Erad-Dmg:30(45), Erad-Acc/Dmg/Rchg:30(46), Erad-Acc/Dmg/EndRdx/Rchg:30(46)
Level 35: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(36)
Level 38: Tough -- S'fstPrt-ResDam/Def+:30(A)
Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), DefBuff-I:50(42)
Level 44: Scorpion Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(46), DefBuff-I:50(48)
Level 47: Power Sink -- P'Shift-EndMod/Acc:50(A), P'Shift-Acc/Rchg:50(48), Efficacy-EndMod/Acc/Rchg:50(50)
Level 49: Assault -- EndRdx-I:50(A)
------------
Level 1: Brawl -- Hectmb-Dam%:50(A)
Level 1: Sprint -- Clrty-Stlth:50(A)
Level 2: Rest -- RechRdx-I:50(A)
Level 1: Defiance
Level 2: Ninja Run
------------
Set Bonus Totals:
- 6% DamageBuff(Smashing)
- 6% DamageBuff(Lethal)
- 6% DamageBuff(Fire)
- 6% DamageBuff(Cold)
- 6% DamageBuff(Energy)
- 6% DamageBuff(Negative)
- 6% DamageBuff(Toxic)
- 6% DamageBuff(Psionic)
- 6.75% Defense(Smashing)
- 6.75% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 33.9% Defense(Energy)
- 33.9% Defense(Negative)
- 3% Defense(Psionic)
- 4.88% Defense(Melee)
- 40.5% Defense(Ranged)
- 5.5% Defense(AoE)
- 3.6% Max End
- 7.5% Enhancement(RunSpeed)
- 7.5% Enhancement(FlySpeed)
- 2.5% Enhancement(Held)
- 7.5% Enhancement(JumpSpeed)
- 55% Enhancement(Accuracy)
- 22.5% Enhancement(RechargeTime)
- 7.5% Enhancement(JumpHeight)
- 26% FlySpeed
- 18.1 HP (1.5%) HitPoints
- 26% JumpHeight
- 26% JumpSpeed
- MezResist(Held) 10.5%
- MezResist(Immobilize) 2.75%
- MezResist(Sleep) 8.25%
- 8% (0.13 End/sec) Recovery
- 30% (1.51 HP/sec) Regeneration
- 26% RunSpeed
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Are you just asking to be trolled by bringing up a singularly pointless dead horse yet again?
|

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.
Okay, will try this again.
Ranged hoverblaster with defense cap. Hero Plan by Mids' Hero Designer 1.803 http://www.cohplanner.com/ Click this DataLink to open the build! Ranged Tankmage: Level 50 Magic Blaster Primary Power Set: Dual Pistols Secondary Power Set: Electricity Manipulation Power Pool: Fitness Power Pool: Leadership Power Pool: Flight Power Pool: Fighting Ancillary Pool: Mace Mastery Hero Profile: Level 1: Pistols -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(3), Thundr-Dmg/Rchg:50(3), Thundr-Acc/Dmg/Rchg:50(5), Thundr-Acc/Dmg/EndRdx:50(5), Thundr-Dmg/EndRdx/Rchg:50(7) Level 1: Electric Fence -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(7), Thundr-Dmg/Rchg:50(9), Thundr-Acc/Dmg/Rchg:50(9), Thundr-Acc/Dmg/EndRdx:50(11), Thundr-Dmg/EndRdx/Rchg:50(11) Level 2: Dual Wield -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(13), Thundr-Dmg/Rchg:50(13), Thundr-Acc/Dmg/Rchg:50(15), Thundr-Acc/Dmg/EndRdx:50(15), Thundr-Dmg/EndRdx/Rchg:50(17) Level 4: Empty Clips -- P'ngTtl-Acc/Slow:50(A), P'ngTtl-Dmg/Slow:50(17), P'ngTtl-Acc/EndRdx:50(23), P'ngTtl-Rng/Slow:50(27), P'ngTtl-EndRdx/Rchg/Slow:50(27), P'ngTtl--Rchg%:50(29) Level 6: Swift -- Run-I:50(A) Level 8: Swap Ammo Level 10: Bullet Rain -- P'ngTtl-Acc/Slow:50(A), P'ngTtl-Dmg/Slow:50(29), P'ngTtl-Acc/EndRdx:50(31), P'ngTtl-Rng/Slow:50(31), P'ngTtl-EndRdx/Rchg/Slow:50(31), P'ngTtl--Rchg%:50(33) Level 12: Suppressive Fire -- Lock-Acc/Hold:50(A), Lock-Acc/Rchg:50(33), Lock-Rchg/Hold:50(33), Lock-EndRdx/Rchg/Hold:50(34), Lock-Acc/EndRdx/Rchg/Hold:50(34), Lock-%Hold:50(34) Level 14: Health -- Numna-Regen/Rcvry+:50(A), Mrcl-Rcvry+:40(50) Level 16: Build Up -- RechRdx-I:50(A) Level 18: Maneuvers -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(19), DefBuff-I:50(19) Level 20: Hover -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(21), DefBuff-I:50(21), DefBuff-I:50(23) Level 22: Stamina -- P'Shift-End%:50(A), P'Shift-EndMod:50(50) Level 24: Boxing -- KntkC'bat-Acc/Dmg:35(A), KntkC'bat-Dmg/EndRdx:35(25), KntkC'bat-Dmg/Rchg:35(25), KntkC'bat-Dmg/EndRdx/Rchg:35(48) Level 26: Executioner's Shot -- Thundr-Acc/Dmg:50(A), Thundr-Dmg/EndRdx:50(36), Thundr-Dmg/Rchg:50(36), Thundr-Acc/Dmg/Rchg:50(37), Thundr-Acc/Dmg/EndRdx:50(37), Thundr-Dmg/EndRdx/Rchg:50(37) Level 28: Piercing Rounds -- P'ngTtl-Acc/Slow:50(A), P'ngTtl-Dmg/Slow:50(39), P'ngTtl-Acc/EndRdx:50(39), P'ngTtl-Rng/Slow:50(39), P'ngTtl-EndRdx/Rchg/Slow:50(40), P'ngTtl--Rchg%:50(40) Level 30: Thunder Strike -- Erad-Dmg:30(A), Erad-Acc/Dmg/Rchg:30(40), Erad-Acc/Dmg/EndRdx/Rchg:30(42), ExStrk-Dmg/KB:20(43), ExStrk-Acc/KB:20(43), ExStrk-Dam%:20(43) Level 32: Hail of Bullets -- ExStrk-Dmg/KB:20(A), ExStrk-Dam%:20(45), ExStrk-Acc/KB:20(45), Erad-Dmg:30(45), Erad-Acc/Dmg/Rchg:30(46), Erad-Acc/Dmg/EndRdx/Rchg:30(46) Level 35: Fly -- Zephyr-Travel:50(A), Zephyr-Travel/EndRdx:50(36) Level 38: Tough -- S'fstPrt-ResDam/Def+:30(A) Level 41: Weave -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(42), DefBuff-I:50(42) Level 44: Scorpion Shield -- LkGmblr-Rchg+:50(A), LkGmblr-Def:50(46), DefBuff-I:50(48) Level 47: Power Sink -- P'Shift-EndMod/Acc:50(A), P'Shift-Acc/Rchg:50(48), Efficacy-EndMod/Acc/Rchg:50(50) Level 49: Assault -- EndRdx-I:50(A) ------------ Level 1: Brawl -- Hectmb-Dam%:50(A) Level 1: Sprint -- Clrty-Stlth:50(A) Level 2: Rest -- RechRdx-I:50(A) Level 1: Defiance Level 2: Ninja Run ------------ Set Bonus Totals:
Code:
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Not looking for a tank mage. You're obviously missing the point. Besides that, I have that with a DP/MM Blaster. And I would no where call it a tankmage. In fact, I've found my IOed out Scrappers to be stronger than my IOed out Blaster.
And it's not even about have ranged attacks. It's about having Dual Pistols toon that didn't feel like it had a glass jaw. Which is what a Blastert feels like even with all the IOs.
BrandX Future Staff Fighter

The BrandX Collection
You still haven't tackled the issue of "what is it supposed to do on a team" either. Just saying "make it an EAT" doesn't deal with that issue. Khelds were intended to be JOATs that could flit between roles (blaster/scrapper/tanker and blaster/controller/tanker) and SoAs are designed to be damage dealers with low maintenance support capabilities. If it's going to be made into an EAT, there would still need to be some justification for it within the confines of the game.