DP: Is the first attack worth it?
As a Blaster, you spend most of your time held, so I'd say yes, it's worth it.
You can six or five slot it. 5x Decimation and 1x Achilles' Heel proc, or 4x Kinetic Combat and 1x Achilles' Heel proc.
In case you dont know; blasters can use thier first two powers from thier primary, and 1st power from thier secondary when slept/held/mez'd.
So it really pays to have effective and slotted attacks for those powers (aside from some secondarys - looking at web grenade)
I don't suffer from altitis, I enjoy every minute of it.
Thank you Devs & Community people for a great game.
So sad to be ending ):
In case you dont know; blasters can use thier first two powers from thier primary, and 1st power from thier secondary when slept/held/mez'd.
So it really pays to have effective and slotted attacks for those powers (aside from some secondarys - looking at web grenade) |
You can six or five slot it. 5x Decimation and 1x Achilles' Heel proc, or 4x Kinetic Combat and 1x Achilles' Heel proc.
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Kinetic Combat is a Melee Damage set, you can't slot it in a ranged power.
The Decimation idea isn't a bad one though.
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. |
Probably meant Kinetic Crash (though Pistols doesn't take KB sets, so Mondo'd still be mistaken).
In case you dont know; blasters can use thier first two powers from thier primary, and 1st power from thier secondary when slept/held/mez'd.
So it really pays to have effective and slotted attacks for those powers (aside from some secondarys - looking at web grenade) |
@Deadboy
Personally I find EM's Power Thrust to be my favorite secondary T1 to use when mezzed, but I like it less than Web Grenade under other circumstances.
I agree with most of the above reasons, but the achilles hell -res proc is my favorite. I have a dual/mental that has Pistols slotted to recharge nice and fast so that, particularly in boss situations, I can fire it off repeatedly until the proc hits, then let my heavy attacks waste the enemy. This become even more important if it's a boss that can mez me, because then I've only got three attacks to work with and I need to do all the damage I can. That -20% resistance helps a lot.
So, I have a DP/dev blaster, who's just made 10, and hasn't yet gotten the first attack. At any given point, there's always been something I wanted more. (Caltrops, targeting drone, the first part of my Stamina tax, swap ammo...)
On some damage-dealing characters, I've found that the first attack was pretty skippable, in that by 15 or so you have enough recharge and enough other attacks and/or things to do that you really don't need it. Is that true for DP/dev blaster, or should I be taking that anyway? |
Already covered pretty well, but I would say a Blaster should always take their first two attacks. They do decent damage and are usable when mezzed: both speak to why they are needed. I can't even imagine wanting to play a Blaster set without those... Targeting Drone and Cal Trops are nice and all, but those are to supplement the damage a Blaster should be pumping out no matter what. Get your attacks set up first, and fit in your mitigation or supplement powers as you can around that.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
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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.
So, I have a DP/dev blaster, who's just made 10, and hasn't yet gotten the first attack. At any given point, there's always been something I wanted more. (Caltrops, targeting drone, the first part of my Stamina tax, swap ammo...)
On some damage-dealing characters, I've found that the first attack was pretty skippable, in that by 15 or so you have enough recharge and enough other attacks and/or things to do that you really don't need it. Is that true for DP/dev blaster, or should I be taking that anyway?