Why A Blaster?


Adelie

 

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Originally Posted by Arbegla View Post
While i do agree with you that blasters need to be #1, it'll be really hard to balance anything that way. What you basically saying is a assault rifle/dev blaster should be able to out damage a elec/shield scrapper, due to the fact the blaster as no means to defend themselves the way a scrapper does.

But the blaster does. Cloaking device, trip mine, targetting drone basically negating the need to slot acc, etc. yes, that elec/shield can lightning rod/shield charge basically every group to death, and they can more or less do it from range, (due to the targetting nature of LR and SC) but they aren't stepping on blasters toes to do it.
If it is doing damage at a similar clip to any blaster then it is indeed infringing on the blasters territory. That would be fine if devices had some way of increasing passive defense to a similar degree as shields. Heck it might even be ok if devices had a way of increasing active defense to similar levels that shields obtains...but it doesn't.

It isn't at all difficult to balance. The difficulty arises because it has been allowed to persist for years. Invoking change is difficult, but balancing blasters isn't a challenge. Some people just wouldn't like the results because I highly doubt they would just increase blaster capability and call it a day.
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Blasters offer ranged damage and utility. Sometimes the utility they offer isn't what the team can really use (a field of trip mines may kill that EB in one round, but the setup would take too long on a good team) But that ranged damage is what pulls them ahead.

A scraper is melee damage. A blaster is ranged. While the scrapper is having to actually run into a group to kill the boss, or wipe that spawn out, the blaster can do the same thing from range. Its to different damage 'types' and until scrappers can chain together a full ranged attack chain, they will need the defenses thier secondary gives them.

A blasters biggest 'defense' is range. Learn how to abuse it, Use it to your advantage, and love it.
Blasters are not classified as "ranged damage" you'll find no such developer support for that premise and you'll find no such player support for that premise from anyone that understands this game. Blasters are classified as "damage". There is no distance modifier attached to the AT. Unless you are categorically claiming that blasters that take and use melee range abilities are using the AT incorrectly?

Anyway, your example of a /dev mining a group to death is perfect to illustrate the problem a lot of people have when trying to understand this game.

The two main factors are risk vs reward and reward vs time. But it is more accurately described as Risk vs Reward vs Rate as opposed to two separate functions

A /dev dropping mines and pulling things in to them is the epitome of zero risk + full reward. It is countered by the fact that it is in all likelihood the single slowest method of earning reward in this game as long as we accept that actually completing the encounter via other methods can be accomplished (which it always can, but is important to understand the basic requirement for the statement).

As long as the reward rate is below that of methods that incur more risk then it doesn't matter if it is some risk or no risk really because it still plots lower than the other methods. Now if you had a scenario where the reward rate was being inflated like the old Boss farms in AE then you have an issue where the reward rate needs to be cut and/or the risk needs to be increased. In this case the devs opted to do both.

Expanding that back to /dev if the blaster could lay mines and then defeat spawns faster than other methods that incur more risk then your original point would hold true. However, that isn't the case.


 

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Blasters are not classified as "ranged damage" you'll find no such developer support for that premise and you'll find no such player support for that premise from anyone that understands this game. Blasters are classified as "damage". There is no distance modifier attached to the AT. Unless you are categorically claiming that blasters that take and use melee range abilities are using the AT incorrectly?
I'd actually like to point out that there are distance modifiers attached to ATs.. They are in the form of Damage Scale and they affect how much damage a certain AT does with a certain type of attack (be it ranged, or melee) Which are listed here. http://paragonwiki.com/wiki/Damage_Scale

That points out that blasters have a 1.0 melee damage scale, and a 1.125 Ranged damage scale. This means they have the third highest melee damage scale, (behind scrappers at 1.125, and dominators at 1.05) and the highest ranged damage scale among any of the ATs (outside of nova form Warshades, or Peacebringers, but those only have 4 attacks, which are all ranged)

Scrappers on the other hand have a 1.125 Melee Damage Scale, and only a .5 range damage scale. Granted, there are some ranged attacks scrapper have access to that use the melee damage scale, but for the most part, they are not a ranged class.

So for a blaster to do the most damage, they have to use their ranged attacks, with a hint of Melee, which is exactly what I said. Stay at range, use your utility to your advantage, and only use melee when it won't get you killed (i/e on a mez'ed mob)

You wanted to compare */* Blasters to */* Scrappers and said that no matter what a */* blaster should out damage a */* Scrapper, and I just used an example of a AR/dev blaster vs. a elec/shield scrapper as why that wouldn't be possible.

I play my blasters from range, and have little issue with them. I know that if I venture into melee, with my lack of standard defenses, that I will face plant, as I'm not designed to stand toe to toe with melee mobs. The description for a blaster specifically states its a Ranged damage toon.

"The Blaster is an offensive juggernaut. This hero can deal a ton of damage from either a distance or up-close, but he must be careful because he's somewhat fragile compared to other heroes. The Blaster can't stand toe to toe with most opponents for long. His best defense is a great offense!

Alignment: Hero

The Blaster's power sets are:

Primary: Ranged
Secondary: Support


The Blaster has Low Hit Points and High Damage. "

Copied directly from http://paragonwiki.com/wiki/Blaster which I'm pretty sure pulls it directly out of the game's description. As I'm at work, I can't exactly look it up, but it does say 'Ranged' and 'High Damage' in the descriptions.


 

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Originally Posted by Arbegla View Post
I play my blasters from range, and have little issue with them. I know that if I venture into melee, with my lack of standard defenses, that I will face plant, as I'm not designed to stand toe to toe with melee mobs. The description for a blaster specifically states its a Ranged damage toon.
Another little piece of me just died. I am crying now. I hope you are happy!


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.

 

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Originally Posted by Arbegla View Post
I'd actually like to point out that there are distance modifiers attached to ATs.. They are in the form of Damage Scale and they affect how much damage a certain AT does with a certain type of attack (be it ranged, or melee) Which are listed here. http://paragonwiki.com/wiki/Damage_Scale
Not even remotely what I was talking about, but ok.

Blasters are a DAMAGE AT, as denoted by the devs. Their role is to do damage and they are given various attacks that do such. Some are ranged, some are melee. They are also given some utility powers to help them achieve that role.

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Scrappers on the other hand have a 1.125 Melee Damage Scale, and only a .5 range damage scale. Granted, there are some ranged attacks scrapper have access to that use the melee damage scale, but for the most part, they are not a ranged class.
List a scrapper attack that uses their ranged modifier.
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So for a blaster to do the most damage, they have to use their ranged attacks, with a hint of Melee, which is exactly what I said. Stay at range, use your utility to your advantage, and only use melee when it won't get you killed (i/e on a mez'ed mob)
Neat. Have you ever looked at blaster melee attacks? Take a close look at the DS values of them compared to similar attacks found in other AT's. ie Havoc punch is a decidedly different beast than it is for brutes/tanks/doms and it has practically nothing to do with their damage modifier.
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You wanted to compare */* Blasters to */* Scrappers and said that no matter what a */* blaster should out damage a */* Scrapper, and I just used an example of a AR/dev blaster vs. a elec/shield scrapper as why that wouldn't be possible.
But you didn't actually SAY anything. You just listed two combos and said "see impossible!". It's no where near impossible, it isn't even difficult. So just throwing your hands up in the air and proclaiming that the gods themselves couldn't resolve this issue is humorous. I suppose.
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I play my blasters from range, and have little issue with them. I know that if I venture into melee, with my lack of standard defenses, that I will face plant, as I'm not designed to stand toe to toe with melee mobs. The description for a blaster specifically states its a Ranged damage toon.
This is sig worthy. Oh well it is very apparent that you aren't on the same page. I mean the description you quoted next actually counters your statement about it being a "ranged AT" and yet you still stand by it.
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"The Blaster is an offensive juggernaut. This hero can deal a ton of damage from either a distance or up-close, but he must be careful because he's somewhat fragile compared to other heroes. The Blaster can't stand toe to toe with most opponents for long. His best defense is a great offense!


 

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Originally Posted by Arbegla View Post
You again assuming the blaster is going to stand there and die. They still have thier t1 and t2 attacks, which are still ranged, and still pack a decent punch. The immbolize, is again, still range. Most mez's are range as well, so mob mez's blasters, blaster immoblizes mob, then proceeds to blast it with t1 and t2 attacks, which can easily be chained together using SOs.
No assumption of the kind made, if anything on the survivability side I assumed that the enemies were all rooted because I didn't provide for the damage their attacks do to escalate

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What is your threshold? Because this game is balanced around soloing at +0/1/no bosses. With those numbers, A blaster can, and will kill faster then a scrapper of equal still, due to the range component a blaster has.
Iffy. I run tip missions on blasters, scrappers, controllers and occasionally my peace bringer. At 0/1 they take similar times to complete a session of 5 tip missions. The blasters/pb do better getting tips because ranged aoes of any kind are very effective against gray enemies. The controllers and the scrappers can pick up the pace in mission especially when there are ambushes.



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Linking to the Pylon thread actually moreso proves my point then yours. This is the latest up to date info on the results. http://boards.cityofheroes.com/showp...&postcount=612

and currently there are 2 Blasters in that post, with DPS values of 219 (fire/energy), and 204 (ice/mental) There are also 34 /shield or shield/ DPS values. There are 105 posts, with the fire/energy being number 53, and the ice/mental being 61, which is just about in the middle of performance, and thats when compared to other scrappers/brute/dominators/controllers/MMs basically anyone else who are posted in that thread. So, how are blasters underperforming?
Holy Moly

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409 Illusion/Cold/Ice Controller - Frosticus
321 Bots/Storm Mastermind - Frosticus
317 Illusion/Cold/Ice Controller (no -regen) - Frosticus
294 Bots/Dark Mastermind - PettyTheftz
291 Dark Melee/Shield Defense - Gaidin
289 Dark Melee/Shield Defense - _Mojo_
286 Dark Melee/Shield Defense - BrokenPrey
283 Dark Melee/Shield Defense - Eva Destruction
282 Fire Control/Radiation/Fire - Dave P
281 Unknown MM combo (bots?) - Simak
278 Dark Melee/Shield Defense - Santorican
276 Fiery Melee/Shield Defense - Iggy Kamakaze
270 Crab Spider Soldier of Arachnos - Krogoth
267 Dark Melee/Shield Defense - Igor The Mad
264 Mind Control/Fire/Fire Dominator - Fiery-Enforcer
262 Fiery Melee/Shield Defense - Machine Man X
262 Dual Blades/Electric Armor - Shadowsylph
262 Bots/Dark Mastermind - Lord Thanatos
260 Illusion/Radiation/Psi Controller - Reverence
259 Fiery Melee/Shield Defense - Norse
255 Dark Melee/Shield Defense - Besserwisser
255 Fiery Melee/Shield Defense - Fury Flechette
254 Fire Melee/Shield Defense - MunkiLord
252 Fire Melee/Shield Defense - Effy On Malibu
249 Fiery Melee/Shield Defense - SkylineGTR
247 Fiery Melee/Shield Defense - Enots
243 Fiery Melee/Shield Defense - Primal Dark
242 Dark Melee/Shield Defense - MrLiberty
242 Fire Control/Radiation Controller - Dave P
241 Dark Melee/Shield Defense - Powerforge
241 Fiery Melee/Shield Defense - Reverence
241 Fiery Melee/Shield Defense - Psyoxic
241 Illusion/Radiation/Ice Controller - Vernichterhelge
238 Fiery Melee/Shield Defense - Iceboxer
237 Fiery Melee/Shield Defense - Nihilii
236 Broad Sword/Shield Defense - Chaos String
236 Fiery Melee/Shield Defense - BrokenPrey
236 Fiery Melee/Shield Defense - Fiery-Enforcer
233 Fiery Melee/Shield Defense - doyler
233 Cold Domination/Sonic Defender - DSorrow
232 Fiery Melee/Shield Defense - Hejtmane
232 Fire Control/Fire Dominator - Silas
228 Claws/Super Reflexes - Iggy Kamakaze
226 Katana/Electric Armor - Reverence
226 Fire Control/Fire Dominator - Terror1
225 Fiery Melee/Shield Defense - Dougnukem
224 Dark Melle/Shield/Soul Brute - Enots
223 Dual Blades/Super Reflexes - Shred Monkey
220 Katana/Super Reflexes - BrokenPrey
220 Katana/Regeneration - Iggy Kamakaze
220 SS/Shield/Soul Brute - Enots
219 Katana/Super Reflexes - Laevateinn
219 Fire Blast/Energy Blaster - Santorican
I hadn't seen this. This is freaking ridiculous you have the devs nerfing brutes because they are doing 3% more damage and having 10% more hp than scrappers, but Masterminds are doing 50% more damage than blasters and are nearly impossible to kill doesn't at least prompt a question ???

You also have buffing tanks* that have more AoE than most blasters and team buff/enemy debuff that rival defenders out damaging blasters ? *The crab spider

And just take a look at the SR scrappers able to out damage a blaster. With minimal and I mean minimal IOs SR is as about as safe as it gets. There is just no way that a SR anything should be at the same level as the top blaster

I can't even begin to say how wrong that is.

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Originally Posted by Positivity View Post
QFT.

Question: How do you feel about Doms? The Blaster-haters are usually also Dom-haters, and for similar reasons. Not trying to strawman, but I have noticed a correlation.*

If this was a thread petitioning for a slight damage buff for Blasters, I'd be on board. DPS is a legitimate concern, but most of these issues are between keyboard & chair. You don't need active defense when you're killing them first. Being mezzed is nothing. You can still attack!

*Yes, correlation != causation.
Count me in the enjoy dominators column. They start well and just get better. I think I mentioned my reasons upthread. Doms and Controllers have active defense that works, Doms also have domination which is just plain fun, if I were to try and fix blasters I would have to think very hard about taking away aim and build up and giving them something like the old style domination.

It really reads better, instead of literally being able to fire an assault rifle in your sleep, your naturally ability to blast allows you to tap your inner reserves to break the holds others may have over you and righteously let forth a great stream of damage.

My one problem with dominators currently is perma domination but that is another topic


 

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I play my blasters from range, and have little issue with them. I know that if I venture into melee, with my lack of standard defenses, that I will face plant, as I'm not designed to stand toe to toe with melee mobs. The description for a blaster specifically states its a Ranged damage toon.
This is sig worthy. Oh well it is very apparent that you aren't on the same page. I mean the description you quoted next actually counters your statement about it being a "ranged AT" and yet you still stand by it.
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"The Blaster is an offensive juggernaut. This hero can deal a ton of damage from either a distance or up-close, but he must be careful because he's somewhat fragile compared to other heroes. The Blaster can't stand toe to toe with most opponents for long. His best defense is a great offense!
Its exactly what i said, Blasters can't stand toe to toe with most opponents for long. And to use your melee attacks when it won't get you killed. i/e standing toe to toe with that warwolf will get you killed, as their melee attacks hit hard, but kiting it, using ranged attacks to close in, and melee to finish them off means much less of a chance of them pounding your face in.

Ton of damage from either a distance or up-close, which isn't at all different from what i said. Which you actually quoted me on. I'm again not seeing the issue with Blasters in general. They are high damage range damaging ATs with melee to supplement their attacks. Its the way the archetype was built, and the reason why they are use their t1 and t2 blasts while mez'ed.

Yes, the melee attacks hit hard on a blaster, but they need to. How is that proving Scrappers can do the job better? Nearly all the scrappers high damaging attacks are melee, yet the blaster can do similar damage (as proven by the previously linked pylon thread) using range and melee attacks.

Range is again the blasters best friend. Yes they can close into melee, and yes those melee attacks will pack a heck of a punch, but if your playing a blaster like a scrapper you will eat more concrete then if you use your range attacks to you advantage. Kiting a mob will save your skin much more often then trying to stand toe to toe with it.


 

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Originally Posted by Dasher View Post
Blasters were very popular early on. Mostly it was because they looked cooler effects-wise, but the "Small Vocal Minority of Idiots Who Must Whine" complained that Blasters were overpowered, that the game was becoming "City of Blasters"
It was City of Blasters up until they fixed smoke grenade, then the bandwagon jumped on something else. It was a different time, with tank guys tanking a sh..load of mobs and regen scrappers being awesomesauce in perpetual god mode. Boring times if you ask me because the few top builds were pretty much mandatory.

For the actual blasters, I think, like some posters here that they lack a bit of survivability to let them do their full job, it can be addressed either by scaling their damage (which would be in in line with their glass canon role) or their defense.


 

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Originally Posted by Zourite View Post
It was City of Blasters up until they fixed smoke grenade, then the bandwagon jumped on something else. It was a different time, with tank guys tanking a sh..load of mobs and regen scrappers being awesomesauce in perpetual god mode. Boring times if you ask me because the few top builds were pretty much mandatory.

For the actual blasters, I think, like some posters here that they lack a bit of survivability to let them do their full job, it can be addressed either by scaling their damage (which would be in in line with their glass canon role) or their defense.
Or people could learn to play a blaster better.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

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Originally Posted by airhammer View Post
or people could learn to play a blaster better.
qft.


 

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Originally Posted by Airhammer View Post
Or people could learn to play a blaster better.

Let me know when you learn how to play your blaster better than any of these

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409 Illusion/Cold/Ice Controller - Frosticus
321 Bots/Storm Mastermind - Frosticus
317 Illusion/Cold/Ice Controller (no -regen) - Frosticus
294 Bots/Dark Mastermind - PettyTheftz"
317 dps without applying minus regen. I may have to do the drudge work of collecting mob damage rates, just to show exactly what a horrible job was done balancing the ATs in this game.


 

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Originally Posted by Another_Fan View Post
Let me know when you learn how to play your blaster better than any of these



317 dps without applying minus regen. I may have to do the drudge work of collecting mob damage rates, just to show exactly what a horrible job was done balancing the ATs in this game.
Thats the difference between you and me.. Fun and enjoyment isnt reduced to DPS.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

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I hadn't seen this. This is freaking ridiculous you have the devs nerfing brutes because they are doing 3% more damage and having 10% more hp than scrappers, but Masterminds are doing 50% more damage than blasters and are nearly impossible to kill doesn't at least prompt a question ???

You also have buffing tanks* that have more AoE than most blasters and team buff/enemy debuff that rival defenders out damaging blasters ? *The crab spider

And just take a look at the SR scrappers able to out damage a blaster. With minimal and I mean minimal IOs SR is as about as safe as it gets. There is just no way that a SR anything should be at the same level as the top blaster

I can't even begin to say how wrong that is.
Thats why linking to pylons threads aren't exactly the best way to compare ATs, I think both Werner and Bill Z have mentioned that. Its a very very specific form of DPS measurement, which can be accomplished by pretty much anyone.

Masterminds have always been able to out DPS blasters, due in part to the fact their primary (the pets) are basically 6 mini-blasters with very specific powers, and their secondary is built to keep said mini-blasters alive through buff/debuffs. Masterminds die alot easier to different things then blasters do (fire patches anyone?) and suffer much more to cascading failures then just about any other AT, due to their main for of self mitigation coming from their pets. Plus they have the lowest base hitpoints, and have a very hard time capping them, where a blaster can cap their hitpoints with much less work (with accolades, a blaster only needs 13.5% more hit points bonuses to cap)

SR only needs minimal slotting if you take combat jumping, have access to Buildup (for the gaussins) and take the fighting power pool for tough and weave. Without that, you sitting on about 35% def to all positions, and you have to build towards getting it higher. SR's cannot naturally slot the steadfast +def IO, so while it may be easier to softcap them then say fire armor, Shield armor is actually much much easier to do, due to the way the set works.

Controllers are in the same boat as Masterminds. In very specific cases they can out damage and out survive anything, but Take them out of those very specific cases, and things just go south quickly. Illusion control is able to completely DPS within the safety of phantom army, which itself is able to out damage it's own heal component and deal massive DPS.

Dominators are really the only things seriously stepping on blasters toes, with their hard controls out ranking the blasters soft controls, and their damaging being about on par with what your average blaster can do. Both need to jump in and out of melee in order to do it, and both have the habit of dieing if too many melee attacks land. For a dominator thats much easier to avoid though. Granted blasters still out AoE a dominator, even with the APPs giving Dominators much needed AoE powers.

In a team setting, with mixed debuff/buff and multiple damage coming from different sources, blasters do no under perform, and even when compared to other damaging ATs, they have higher AoE caps, which they can use and abuse to their advantage once they reach higher levels of survival. Which is why it is almost always better to buff the blasters over any other AT on a team setting, so the blaster can use its full potential without worry of eating dirt.


 

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Okay, I keep going back and forth on posting in this thread, as it seriously depresses me to read through it. But I'll give it a go again.

Some of the concern is nonsense, as it falls much more under the "grass is greener" and "x AT is better than me!" feeling, than an actual real issue. The pylon numbers quoting is part of the problem, as this is not City of Pylons, it's City of Heroes. It's interesting to see what people can do, and certainly can point out where people can build to, however, it's not how the game works (and thank goodness... I can't imagine anything more boring... I know some people like to do it to show what they do, but I can't imagine something more boring than standing and whacking the same target for minutes at a time).

Most teams and regular players aren't necessarily going to be pumping out those numbers, as not everyone has the time, money, or inclination to make builds like that (or the ability to play some of the high end builds and things they do).

Ranged damage still makes a difference that people are skipping by, as well. A team with decent amounts of ranged damage to it are going to kill most of a mob before that uber Scrapper build can even bring more than 1-2 attacks to bear. Ranged damage is also more safe: Master of runs are not what the game is all about either, but I'd rather have Blasters on for damage than Scrappers (or even most Brutes). When Blasters die on a team, it's usually because they did something they shouldn't have. When Scrappers and Brutes do, it's often because they're where they should be: in melee.

And Blasters can go into melee just fine. Ranged is their primary and where they're best, but they can also hit things hard up close. When it came to finishing off bosses, my AR/EM preferred getting in close with bosses, actually. He could keep them stunned and his melee attacks would make short work of them (especially lethal resistant mobs). If you build for S/L, you're probably going to be pretty safe up close, too.

Even if you look at all that and it's not enough, look at things from Castle's perspective (and the rest of the devs). If certain other builds are doing that much DPS and that's a problem, do you really think the best option is to blatantly create power creep, and up Blaster's damage (when you can really do a lot of damage as a Blaster and solo or team quite well through all of the game's content)? If you're smart and concerned about balance, you look at those outliers and see if they need to be trimmed back, not add to all the damage Blasters can already do. And part of looking at those outliers is seeing how easy or typical those builds are: the game is based around SOs still, though they still take into account what IOs can do.

So if anything, people need to start talking about the builds that actually need trimming back and argue for that. If those uber DPS builds merit that, however. I somehow doubt people are going to do it, though, as it's far easier to sit in here and be negative about Blasters than go out to the various forums and tell those players of those ATs why they need a reduction in their powers. Buffs are nice, so people focus on that... even if it unbalances the game.

To really put this all in perspective, I knew we were heading into ridiculous territory when people started complaining about Tanker damage compared to Blasters. Oy. I have offensively minded Tankers and like what they can do, but they're not going to compare to Blasters going all out.

It really does come down to the grass is greener for some people. Blasters play differently from other ATs, so they're not necessarily threatened by other people doing good damage, even damage on the same scale. It's interesting to see what kind of DPS a few MM builds can put out, but I'm never playing an MM again. I hate that playstyle. Not every powerset has to be equally good, and every AT just has to bring something different and decent to the playing table. They don't have to be the absolute numbers best to do so. Do you have to look at the numbers for balance? Yes. But that's about it. There have to be ranges of performance across an AT and between ATs, or else everything will need the exact same numbers and performance, no matter how the graphics show the powers.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

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Originally Posted by Arbegla View Post
Thats why linking to pylons threads aren't exactly the best way to compare ATs, I think both Werner and Bill Z have mentioned that. Its a very very specific form of DPS measurement, which can be accomplished by pretty much anyone.

Masterminds have always been able to out DPS blasters, due in part to the fact their primary (the pets) are basically 6 mini-blasters with very specific powers, and their secondary is built to keep said mini-blasters alive through buff/debuffs. Masterminds die alot easier to different things then blasters do (fire patches anyone?) and suffer much more to cascading failures then just about any other AT, due to their main for of self mitigation coming from their pets. Plus they have the lowest base hitpoints, and have a very hard time capping them, where a blaster can cap their hitpoints with much less work (with accolades, a blaster only needs 13.5% more hit points bonuses to cap)
Masterminds are more survivable than just about anything else in the game because they can simply not be the target. If they decide to be the target they have more hitpoints and regeneration than just about anything else in the game. Bodyguard mode + Ability to resummon pets + Self heal.

To couple that with peak end single target damage and very good AoE damage well it does explain the non explanation of game balance from the developer QA, and Castle's rush to cover the non explanation.

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SR only needs minimal slotting if you take combat jumping, have access to Buildup (for the gaussins) and take the fighting power pool for tough and weave. Without that, you sitting on about 35% def to all positions, and you have to build towards getting it higher. SR's cannot naturally slot the steadfast +def IO, so while it may be easier to softcap them then say fire armor, Shield armor is actually much much easier to do, due to the way the set works.
You don't need buildup to take Gaussian, any +to hit power does the job. And you don't need gaussian to get the cap at all just combat jumping, the fighting pool and one IO gets you 39% and change.

You can actually cap without any IOs other than a steadfast. I believe someone made the claim awhile

If you don't take combat jumping you have to find ~3% defense from IO slotting, I really don't know how much more minimal it could be.


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Controllers are in the same boat as Masterminds. In very specific cases they can out damage and out survive anything, but Take them out of those very specific cases, and things just go south quickly. Illusion control is able to completely DPS within the safety of phantom army, which itself is able to out damage it's own heal component and deal massive DPS.
The ability to lock down just about all spawns before they go into combat doesn't count for you ?

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Dominators are really the only things seriously stepping on blasters toes, with their hard controls out ranking the blasters soft controls, and their damaging being about on par with what your average blaster can do. Both need to jump in and out of melee in order to do it, and both have the habit of dieing if too many melee attacks land. For a dominator thats much easier to avoid though. Granted blasters still out AoE a dominator, even with the APPs giving Dominators much needed AoE powers.
Its very easy to stroll into melee when what you are attacking can't hit back.

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In a team setting, with mixed debuff/buff and multiple damage coming from different sources, blasters do no under perform, and even when compared to other damaging ATs, they have higher AoE caps, which they can use and abuse to their advantage once they reach higher levels of survival. Which is why it is almost always better to buff the blasters over any other AT on a team setting, so the blaster can use its full potential without worry of eating dirt.

On a mixed buff debuff team its almost always better to add another buffer/debuffer than it is to add a blaster. The only times its not are when the team has already maxed out on a quantity +def,+dam,-res etc and adding an additional buffer/debuffer of type x adds nothing.

At the above point you can ask the question what is better to have ? Control, aggro management, flexibility or additional damage that requires constant attention from the buff debuff team.


 

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Originally Posted by Arbegla View Post
Controllers are in the same boat as Masterminds. In very specific cases they can out damage and out survive anything, but Take them out of those very specific cases, and things just go south quickly. Illusion control is able to completely DPS within the safety of phantom army, which itself is able to out damage it's own heal component and deal massive DPS.
I am interested in why you think controllers only function well in very specific cases? IME, it is the other way around. Controllers do very well in most of the game, but in rare, specific cases, things can go south quickly.

I think blasters work great on teams. I love playing them solo as well. I still think blasters will perish more than all the other ATs, as that is a design principle of the AT.


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.

 

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Originally Posted by Another_Fan View Post
Masterminds are more survivable than just about anything else in the game because they can simply not be the target. If they decide to be the target they have more hitpoints and regeneration than just about anything else in the game. Bodyguard mode + Ability to resummon pets + Self heal.

To couple that with peak end single target damage and very good AoE damage well it does explain the non explanation of game balance from the developer QA, and Castle's rush to cover the non explanation.
I am pretty sure the damage level of MMs would be much lower without their debuffs, so they do not really have peak end damage. The debuffs work that way so that entire teams can benefit from them. This has long been the balance struggle with Rad, and has expanded as other debuff sets have been improved (Dark Miasma) or added (Traps, TA). In order to make sure the debuffs are useful to a team, they tend to allow one to do nifty things solo.

IME though, they do not overshadow others on a team. Those debuffs amplify scrapper, brute, dominator, stalker, and blaster damage as well as the pet's.

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Originally Posted by Another_Fan View Post
You can actually cap without any IOs other than a steadfast. I believe someone made the claim awhile

If you don't take combat jumping you have to find ~3% defense from IO slotting, I really don't know how much more minimal it could be.
I believe you can do it with just SOs, but the build requires skipping Stamina. After I19, that will not be a concern.

Quote:
Originally Posted by Another_Fan View Post
On a mixed buff debuff team its almost always better to add another buffer/debuffer than it is to add a blaster. The only times its not are when the team has already maxed out on a quantity +def,+dam,-res etc and adding an additional buffer/debuffer of type x adds nothing.

At the above point you can ask the question what is better to have ? Control, aggro management, flexibility or additional damage that requires constant attention from the buff debuff team.
Buff/debuff teams require constant attention by the buff/debuffers no matter who you add. That is not a drawback of adding a blaster, that is just how those teams work. You are constantly buffing, debuffing, and attacking. Except when one forms by accident, you normally run a team like that for non-stop carnage, which means you are likely buffing on the run. If you are keeping the buffs up, then no one on the team has any extra attention requirements above anyone else.

I am also not sold on the fact that it is always better to add more buff/debuff. There comes a time when just having people on the team whose sole purpose is to press attack buttons seems valuable. And I believe that happens long before all the +damage and -resist caps are reached. Against only AVs, it is likely that more buff/debuff is always better. Outside of that, it is probably faster to have people who don't bother with any setup and just charge in shooting/hacking.


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.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
I am interested in why you think controllers only function well in very specific cases? IME, it is the other way around. Controllers do very well in most of the game, but in rare, specific cases, things can go south quickly.

I think blasters work great on teams. I love playing them solo as well. I still think blasters will perish more than all the other ATs, as that is a design principle of the AT.
Well, Controllers do have a lot more headaches than Blasters to complete content, at least. Until 32 (and even after they get their pet for some of them), their damage can be rather anemic. Of course, they can control like crazy. My Earth/Storm can lock down two spawns, but it would take him longer than those large area powers take to recharge to kill all those guys. Whereas some Controllers can do more damage, I know. But Controllers are okay solo and great on teams, of course.

I would agree that Blasters have a specific design and they're fulfilling that role. Many ATs in this game can do damage, but they certainly don't play like Blasters. I think they're unique enough in that regard that they can stand some overlap. If anything I've always thought Tankers had a lot more to complain about from Scrappers and Brutes (and heck, all ATs), given how the def cap works, and all the debuffs out there.

I think we're going to keep overlap between ATs if CoX is going to stay working as well as it is. Sure, it might be a little easy, but I don't want this to turn into WoW, where people rabidly count each other's gear and DPS and kick them if they're not doing enough for the group (and people fight over drops). As it is, I can have a Blaster heavy team and steamroll, or Scrapper heavy. I don't care about that overlap, as we're having fun no matter what.

*added*

And yes, it's not always best to add more buff/debuff or control. At a certain point you have enough. Just like you can have enough damage or aggro control. If I have 7 Defenders, I'd rather bring in a Blaster at that point to buff them to crazy amounts and up the whole team's capabilities more, etc. Another Defender or Corr would be overkill. Heck, it'd be the same even after 3 Defenders. Numerically and in real world terms, eventually you have enough to get the job done, and anything else is gravy.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc:
Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory

 

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You don't need buildup to take Gaussian, any +to hit power does the job. And you don't need gaussian to get the cap at all just combat jumping, the fighting pool and one IO gets you 39% and change.

You can actually cap without any IOs other than a steadfast. I believe someone made the claim awhile

If you don't take combat jumping you have to find ~3% defense from IO slotting, I really don't know how much more minimal it could be.
39% isnt the softcap. Gaussin's at 2.5% def to all other positions, and the steadfast adds another 3%, which assuming you throw 2 def IOs in combat jumping, and ED cap defense in all your passives, and toggles, your at the softcap. Which is what i said, Combat jumping, tough, weave, Gaussin's plus a steadfast. If you don't follow that exact thing, it'll take alot more to softcap you, and depending on your primary, you may not be able to pick all those powers and slot them that exact way.

Not all masterminds have a self heal, and yes, bodyguard mode does equate to extra hitpoints due to the mechanic, but it requires you to not be as aggressive as a blaster can be. And if your not in bodyguard mode, masterminds are the squishest AT in the game. Thats the balance. You either become very defensive, and very hard to kill, or very aggressive, and very easy to kill. AoEs actually hurt a mastermind more then any other AT due to the way bodyguard mode works, your henchmen end up taking about 1/3rd more damage from AoEs when in bodyguard mode then when not. And resummoning your pets is limited by available recharge. If things go down hill to quickly, and a mastermind is left without their pets, they are far more likely to die then when a blaster gets mez'ed for example.

Controllers, by themselves, more often then not can not out damage a blaster. Fire/kins can farm yes, and ill/* can use phantom army to do some serious damage, but outside of that, you'll find far less damaging controllers when compared to blasters. The buff/debuffs don't make up for the lower damage cap, and damage mod the controllers have, even when factoring in containment. And locking down a full mob doesn't mean you can kill it in any reasonable amount of time. An arch/MM blaster will out farm a fire/kin controller due to sheer damage being dished out.

Blasters can also waltz into melee while mobs are distracted or disabled via their own hard/soft controls or with a tank in the group to help with aggro.

Blasters don't require constant attention from buff/debuff, not anymore then a defender, corruptor, or controller would need. And it's already been said in this thread that on a team of 7 controllers/defenders/corruptor its much better to add a blaster then it is to add another controller/defender/corruptor due to the fact blasters have higher damage caps, have higher damage scales, and have larger AoEs. Force multipliers only go so far when you start hittings ceilings, which 1 or 2 defenders/controllers can get you to.


 

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Originally Posted by Arbegla View Post
39% isnt the softcap. Gaussin's at 2.5% def to all other positions, and the steadfast adds another 3%, which assuming you throw 2 def IOs in combat jumping, and ED cap defense in all your passives, and toggles, your at the softcap. Which is what i said, Combat jumping, tough, weave, Gaussin's plus a steadfast. If you don't follow that exact thing, it'll take alot more to softcap you, and depending on your primary, you may not be able to pick all those powers and slot them that exact way.
Uhmm I wasn't saying 39% was the softcap just that SR allows you to get close enough to the cap that you close the gap with very minimal slotting. This goes back to arguments about the BotZ IO set being nerfed because it made things too easy.

Its my fault because apparently I left off some of the reply when I copied it into the box. The sentence fragment that followed was talking about the claim made that SR can be softcapped without any IOS. I don't see it unless they are including in -to hit or + def from a primary

Quote:
Not all masterminds have a self heal, and yes, bodyguard mode does equate to extra hitpoints due to the mechanic, but it requires you to not be as aggressive as a blaster can be. And if your not in bodyguard mode, masterminds are the squishest AT in the game. Thats the balance. You either become very defensive, and very hard to kill, or very aggressive, and very easy to kill. AoEs actually hurt a mastermind more then any other AT due to the way bodyguard mode works, your henchmen end up taking about 1/3rd more damage from AoEs when in bodyguard mode then when not. And resummoning your pets is limited by available recharge. If things go down hill to quickly, and a mastermind is left without their pets, they are far more likely to die then when a blaster gets mez'ed for example.
I am sorry here masterminds aren't the most survivable AT in the game because of body guard mode. Its a nice trick but it really pales in comparison to not being where combat is. At villain hamidon raids you can see masterminds hiding behind a rock (playing cards or dice ?) while they send an endless stream of henchmen to antagonize the Hamidon. Not even stone tanks backed up by teams of defenders are that safe.


Quote:
Controllers, by themselves, more often then not can not out damage a blaster. Fire/kins can farm yes, and ill/* can use phantom army to do some serious damage, but outside of that, you'll find far less damaging controllers when compared to blasters. The buff/debuffs don't make up for the lower damage cap, and damage mod the controllers have, even when factoring in containment. And locking down a full mob doesn't mean you can kill it in any reasonable amount of time. An arch/MM blaster will out farm a fire/kin controller due to sheer damage being dished out.
They Arc/mm vs fire kin is variable depending on the enemies and circumstances. If bosses are in the mix the fire/kin pulls significantly ahead.

Quote:
Blasters can also waltz into melee while mobs are distracted or disabled via their own hard/soft controls or with a tank in the group to help with aggro.

Blasters don't require constant attention from buff/debuff, not anymore then a defender, corruptor, or controller would need. And it's already been said in this thread that on a team of 7 controllers/defenders/corruptor its much better to add a blaster then it is to add another controller/defender/corruptor due to the fact blasters have higher damage caps, have higher damage scales, and have larger AoEs. Force multipliers only go so far when you start hittings ceilings, which 1 or 2 defenders/controllers can get you to.
With the recent changes to the patron pools, A corruptor, defender, or controller gain their personal survivability and or damage much easier than a blaster. Strato nexus is very correct that an all buff/debuff team needs 8 good players, but the question is what do you add to the additional spots in any case.

Blaster, More ranged damage ? and really awful control ? I'll never forget the time I had to show the tl of a molgtf that my blaster had enough recharge to contribute meaningfully to fighting the mitos.

Controller, Control, pets, good damage and buff debuff

Tanker aggro management and team survivability

brute aggro management, team survivability and in the hi buff scenario more damage than a blaster.

Scrapper, comparable damage to the blaster, aggro management, and team survivability

Blaster, ranged damage ?? He also brings aggro back to the buffer debuffers if he is anywhere near them

About the only AT I can think of that could be said to bring less to a team than blasters are kheldians, even then I am pretty sure its not really the case especially with warshades. (their downside is the team has to fight crystals and voids)


 

Posted

I think one thing to take into account that many dont, is blasters inherent now makes up some difference in a long attack chain. Something that is not as apparent in early game play due to long recharges with no hasten or slotting. No stamina to maintain an attack chain etc.

I find it pretty easy on my blasters to maintain a steady 35 or so percent damage buff from the inherent power. I think also something to take into account is how many blaster sets offer damage types that benefit the player more then alot of scrapper or brute damage types.

When you figure that katana, claws, Dual blades, martial arts etc all offer basicly smashing or leathal damage, the most resisted damage type in the game, where most blaster sets offer energy, fire, ice etc, that will do more damage to NPCs due to the specialized damage type.

Simply put in most cases i find my scrappers might be stronger at keeping upright in the game, but that my blasters DO infact dispense enemies faster. So where i have the ability to cast more attacks and mitagate the damage with a scrapper they feel stronger attack wise where i feel my blasters actually do more damage but the longer i take to put something down the worse it is for me.

As to the OPs comments about dominators. Blasters are similar in the play style but they are different creatures. Blasters will kill slightly quicker but i would say leaving IOs out of the equations, that a dominator is comparable like a scraper, the status effects create a situation where your safer then simply casting damage damage damage.


 

Posted

Quote:
Originally Posted by StratoNexus View Post


I believe you can do it with just SOs, but the build requires skipping Stamina. After I19, that will not be a concern.
I was going to say I didn't see it, but I see how it can be done


 

Posted

FWIW here is my 2 cent anecdote.

I have 2 level locked tip runners. A level 32 Arch/Energy blaster, and a level 32 Dual Blades/WP scrapper, neither has any sets but both are frankenslotted.

They both run +0x1. They both finish their tip missions in about the same time 30 minutes +- 5 minutes, for five tip missions. I do see that the blaster is faster getting the tips, but slower at finishing the missions. The scrapper at that difficulty setting doesn't break a sweat, but the blaster has a close call or two.


 

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Quote:
Originally Posted by Another_Fan View Post
Fact every time numbers are presented in this thread you ignore them.

Fact it has been repeatedly proved. The numbers have been presented in this thread time and again.

Fact you continuously present your opinion as fact and have stated that facts don't matter to you

And one last fact.

Whitewashing fences is a reference to Huckleberry Finn.

http://www.gutenberg.org/ebooks/76

Do yourself a favor and read it.

Oh and an edit. You asked a question but so far you haven't answered the fundamental question. When is a blaster the best choice ? When is it a better choice than anything else ?

I already know the answer to this and its almost never, and it will only be getting worse with incarnates and I19 inherent fitness.
Just for the record I've only skimmed the other posts in the thread, so I apologize if this overlaps with other arguements on other tangents hehe That and since a lot of it looks to be going off into chart land, this is my brain going Zzzzzz =p

You know I was just gonna leave this thread alone after reading this post, after all it's pretty clear satire and sarcasm really are lost on people. Well that and I stopped taking the thread seriously about 3 posts back. And when you start bring up DPS numbers and say tanks are creeping on blasters AF, it's pretty damn hard to take you seriously too.

Annnyway that said I guess I can go for it one more time. I'll lay it out nice and clear for you this time, opinions and all.

Oh and for the record I'm unabashed about being very opinionated, if I state a fact I'm going to have actual experience to back it up, or I'm going to offer an idea of how the fight would go based on my ACTUAL knowledge of how blasters and in game mobs behave, you should try it sometime. If you get my opinions confused with facts, well that's your problem chief, not mine. Let me just go ahead and say that everything in this thread unless labeled otherwise is an opinion, just to spare you that problem.

I'll just highlight that last sentence in your quote as a prime example of failing at that. You throw it out there like blaster doom, yet you leave us all asking why? If this was a real debate you start with a premise such as that, but then you have to back it up with actual evidence to prove the point.

Now your numbers? Yes they are facts, but your numbers are not proof. As I saw said above this is not city of pylons, DPS does not operate in a vacuum. I don't give a damn about your numbers because they have no bearing on actual in game scenarios, something you still fail to present past a spreadsheet. We're not city of math majors either. We deal with mob spreads, adds, team buffs, mob debuffs, getting to the next group of mobs (in some cases before the blaster can aoe it hehe), perhaps falling back to pull a boss off a blaster pulling too much heat, lining up a melee cone, in sort all those pesky little real world details that a spreadsheet can not take into account.

So if you really wanted to shut me up just show me one concrete in game example of a scapper against X mob type, how the fights went, then throw a blaster against the same thing, as I did time and again in this thread with my factual personal experience and opinions of how the fights would go given my knowledge of the AT and mob behavior. Damage caps, DPS, and mids plans don't take real world factors into account, so in my opinion they have no bearing on the question you're asking me regarding why a blaster over anything else.

Honestly I'm willing to meet you halfway, and here's why. After my lil snarkfest on overlapping powers in that last post I realized something, I'm perfectly fine with how scrappers are along with blasters. Don't confuse my bias for blasters as one against scrappers, they simply don't suit me but this doesn't detract from their performance, unlike your many comments regarding blasters in this thread. There's overlap yes but again and I'll say it so there's no confusion, in my opinion scrappers trade damage for survival, and need the higher hp due to being in melee. Blasters however still bring more damage to the table along with proper mitigation in the right instances at the cost of that survival ability. This is mostly due to the aoes yes, but also the ST blaps that will rival anything a scrapper can do, and that's at level 10 with bone smasher and build up if you go /em

Oh and that's opinion along with Mids numbers, just so you know =p

What I really dislike about you and some of the other "haters" in this thread is the fact you can't seem to grasp that concept. As the saying goes you've got plenty of book learning, but not much street smarts (i.e actually seeing what blasters can do) You highlight all the weaknesses, none of the good, and have this quite frankly brain dead notion that all a blaster is, is damage. So therefore to you, scrapper does more DPS, and so scrapper > blaster. Never mind not every blaster sec is devoted to damage? Umm...devices players, raise your hand here?

Am i getting it right? Feel free to correct me otherwise.

Either way we're honestly both running in circles, my question I've come to realize really is as invalid as yours. Blasters and scrappers both deal out damage, just the damage is dealt in different manners, with different risks, through different styles. Why a blaster or why a scrapper solo or team has too many actual factors to take into account, and frankly it's a pointless question because both are equally viable. Even if you and others seem to think otherwise regarding blasters for some rather silly reasons.

But that's as far as I'm willing to go on it for now, not in a mood to play the tit for tat quote pyramid game anymore regardless. Though one last little jibe for you since I sense an implied insult at my intelligence or knowledge of culture.

I take it you were trying to imply that Castle is too lazy to go balance the blaster AT to suit your whims, so he's got us "We're having fun so it doesn't matter LALALALA!!!" players to do the job for him? Well like the characters in the story, if we're being "tricked" into having fun, does it really matter? We're enjoying ourselves and that's what does count a whole heck of a lot more then any pointless metric.

Oh and I have read Huck Finn, it's a pretty good book, though the whitewashing the fence scene? It happens to be in the adventures of Tom Sawyer.

Also a good book, maybe you should re-read it sometime?


 

Posted

People that solo pylons generally don't ONLY solo pylons with the toon. What it is is a stress test of build ability that is extremely quantifiable and even for most combat configurations*

*Equal resistance to all but psy. Has a high degree of aoe damage that can be a bit unfair to some pet centric builds. Otherwise a very standardized test.

Being able to survive the onslaught of a pylon with just the power of your build is a solid accomplishment and a testament to the fortitude of your toon. If you can withstand that punishment you can be pretty confident handling most mob types. Being able to kill one is a testament of your ability to deliver single target damage. If you can kill one you can be confident you will be able to rapidly complete most solo content.

A toon that can rapidly defeat a pylon is able to rapidly defeat most pve content. Unless anyone wants to contest that the top 10 unique (ie non-repeating) builds absolutely decimate most content? I mean bots/dark (/storm, or /traps), fire (or ill)/rad, ill/cold, fire (or dark)/shield are all combos that are noted for their ability to crush content regardless of the difficulty setting.

So no it isn't necessarily true to state that a toon that can rapidly take down a pylon is great in most other pve content, but at the same time I've yet to see anyone show evidence that it isn't categorically true. About the only conclusion that can't be taken is that some toons that don't excel at pylon killing can still be great at plowing through content (like a traps/arch defender for instance, but that is more a result of pylons being a bit tougher on the traps summons than most pve content due to the aoe spam, which I noted in the *exceptions* section)

*I of course am strictly speaking about 'damage' oriented toons as that is what this discussion is focused around. We all know an Emp is great at what they specialize in even if they aren't a damage dealer in most situations. It may be worth noting that a number of the top contenders are also powerful team forcemultipliers, so not only are they capable of delivering very high damage themselves, they also make the rest of the team look better.

If we had some sort of easily quantifiable and repeatable aoe damage stress test I'm sure a number of blaster combos would score better. Although I think some people might be surprised at how well many other combos perform, while also retaining significant survivability and/or team multiplying advantages. If the test involved more difficulty than the equivalent of surviving against a pack of green mobs then I doubt blasters would actually dominate such a test.

IMO if a blaster can stay upright there should be no question that they are delivering the most damage in the game. Handwaving away situations where that isn't true doesn't actually make it all right.

ie. There should be no situation ever where a MM can outdamage a blaster that is attacking aggressively because in that situation the MM will 100% of the time be more survivable. Because this scenario not only exists, it is actually very easy to produce with SO's that clearly indicates that something is wrong with the inter AT balancing


 

Posted

Quote:
Originally Posted by Thinkso View Post
ie. There should be no situation ever where a MM can outdamage a blaster that is attacking aggressively because in that situation the MM will 100% of the time be more survivable. Because this scenario not only exists, it is actually very easy to produce with SO's that clearly indicates that something is wrong with the inter AT balancing
I am not sure MMs are really out-damaging blasters as you seem to imply. Are you just talking about vs. hard targets like AVs?


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.