Why A Blaster?


Adelie

 

Posted

Curiously, both players who are denigrating Blasters in this thread have "Dark" in their forum names. I wonder if they'd have different opinions if the Devs had proliferated Dark Blast to Blasters.


If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Dysmal View Post
The Blaster, at higher levels, is somewhat less forgiving, and is more challenged by things like mob mez that the easy-mode ATs (melee) don't even have to think about. However, they are still a viable AT.
Ah, yes, Blaster is the only AT for any true, skilled gamer. All the other ATs have powers to help them defend themselves... Easy-moders, the lot of them! ;-)


 

Posted

And remember this is a team game - and with buffers and debuffers a blaster can be a careless glorious killing machine (oops arresting force), you just have to be a bit more careful solo.


 

Posted

Some people need to get out of the number crunching and into the game. Honest fact:

Scrappers and blasters can do about the same damage. Brutes somewhere near there too.

However...melee vs. blasters: most melee archetypes cap targets at 10. Blasters can hit 16. Melee usually has a range of 7'. Blasts have 80'. Most blaster's aoe is 30' in diameter. Most melee is 16'. Melee cones? 7'. Blast cones? 40'.

The places blasters fall behind is where they lack the Aim+build Up combo. when they do that, it's tough to compete with them. They can get a 162.5% damage boost before touching anybody with the highest dmage scales overall of any AT.

It's true that corruptors can get further ahead...I know my rad/kin is absoluteley devastating. The trick is twofold, however; corrupters always need to aggro before hitting their highest damage. Also, whatever a corrupter can do effects the team...so in a team situation, anywhere there's a corruptor/defender, the blaster on the team is greatly ourgunning them and any scrapper, brute, or whatever around.

This belies a little-appreciated blaster strength. Anytime a blaster is on a team, they are almost by rule the best to be buffed. Throw that fortitude on the scrap, or the blaster? Duh. The blaster goes from 'glass cannon' to higher damage, high defense cannon. Any shield power is better used on them; while melee survives well on its own, just about any ranged can hit more targets faster than their melee brethren, and blasters start way sooner. The weakness of 'no defenses' gets patched up? Fuggetabout it.

Seriously, if you have some good buffs, a spare blaster on a team will help speed through big mobs faster than a melee archetype.

Note: the above is based upon my experience with fire/mental, archery/energy, and assault rifle/energy blasters.


 

Posted

Quote:
Originally Posted by Seldom View Post
Some people need to get out of the number crunching and into the game. Honest fact:

Scrappers and blasters can do about the same damage. Brutes somewhere near there too.

However...melee vs. blasters: most melee archetypes cap targets at 10. Blasters can hit 16. Melee usually has a range of 7'. Blasts have 80'. Most blaster's aoe is 30' in diameter. Most melee is 16'. Melee cones? 7'. Blast cones? 40'.

The places blasters fall behind is where they lack the Aim+build Up combo. when they do that, it's tough to compete with them. They can get a 162.5% damage boost before touching anybody with the highest dmage scales overall of any AT.

It's true that corruptors can get further ahead...I know my rad/kin is absoluteley devastating. The trick is twofold, however; corrupters always need to aggro before hitting their highest damage. Also, whatever a corrupter can do effects the team...so in a team situation, anywhere there's a corruptor/defender, the blaster on the team is greatly ourgunning them and any scrapper, brute, or whatever around.

This belies a little-appreciated blaster strength. Anytime a blaster is on a team, they are almost by rule the best to be buffed. Throw that fortitude on the scrap, or the blaster? Duh. The blaster goes from 'glass cannon' to higher damage, high defense cannon. Any shield power is better used on them; while melee survives well on its own, just about any ranged can hit more targets faster than their melee brethren, and blasters start way sooner. The weakness of 'no defenses' gets patched up? Fuggetabout it.

Seriously, if you have some good buffs, a spare blaster on a team will help speed through big mobs faster than a melee archetype.

Note: the above is based upon my experience with fire/mental, archery/energy, and assault rifle/energy blasters.
On the other hand, sometimes a blaster is unable to attack for fear of getting too much aggro. This lowers damage considerably.


 

Posted

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" (again, lots of people played blasters because they LOOKED cool, not everyone is a Munchkin), but that was enough to get them critically nerfed into second-class character status.
It was after this initial crippling that I created my first Blaster (I always liked Scrappers until they hobbled them, too.)
Since then they have added two innate abilities of dubious value to Blasters to try and drag them up out of the gutter; Defiance (a joke) and the ability to use the lowest-level powewrs even when Stunned or Slept or Held or Otherwise Occupied (which just looks ridiculous). Neither has worked very well.
PvP came along and the "Small Vocal Minority of Idiots Who Must Whine" complained even more loudly about how Blasters were "overpowered". Translation: "I ran into a player who played his Blaster more efectively than I played my Corruptor so the AT must be overpowered because I am flawless; my mom says so!" That pretty much doomed Blasters from being redeemed.
Now with "Going Rogue", it's even worse. A perfect example is a "Green Arrow" character. If he's a Blaster, he can get Archery but he CANNOT get "Trick Arrows". If he's a Defender, he can get both, but his damage is poor. But as a Corruptor he can get both and have the "Scourge" innate ability.
Thus, there is a better potential return if one starts a Praetorian Corruptor and goes Hero at Level 20 than to ever start a Blaster at all.
For other examples of the negative effects of the "Small Vocal Minority of Idiots Who Must Whine", see the "Hunter" vs. "Warden" classes in the now-shambling-toward-irrelevance "Lord of the Rings Online".


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Posted

Quote:
Originally Posted by Gilia View Post

Scrappers have a less than 10% gain over Blasters in terms of hit points. That's the same ratio difference from Scrappers to Brutes, and half of Brutes to Tankers.

A Blaster with softcapped S/L against anything *doing* S/L (a ton of content is like this) is only 10% short the survivability that a softcapped SR Scrapper is, and the Blaster will roll out a ton more damage because their sets have (a) longer range, (b) more AoEs, (c) more coverage on the AoEs.

Certain Corruptors will out damage certain Blasters. Certain Defenders will outdamage certain Corruptors. If you rolled out every single combination that did the most damage, the Blaster might not quite be in first... but you're going to have to do better than broad strokes and "some Corruptors" to prove that point.

Based on my last two paragraphs, the quoted line of thinking would conclude that in fact the Scrapper is the worst AT in the game. Because certain Scrappers are worse off in every way than certain Blasters in certain circumstances. Also patently false. I'm just pointed out the error of this line of thinking.
This is horribly off and very misdirecting. Lets start with the elephant in the room, a mezzed blaster is not softcapped to anything and there isn't a blaster with any kind of defense debuff resistance either. So when that mezzing attack lands on a blaster half their defense goes out the window and they are taking 4 times the damage. If they haven't managed to eliminate a significant portion of the spawn by the time this happens their lethality drops by a very large amount due to having no aoes covered by defiance's mezz protection. The controls being talked about, are single target controls that scale very badly with spawn size.


The one thing the blasters do well is large area AOE, but this is nearly completely pointless. When you are a playing an AT that can comfortably gather the entire spawn into onto yourself, you don't need large area.

As for certain AT X outdoing blasters currently the top demonstrated scrapper single target damage is higher than the top theoretical blaster single target damage and both attack chains require you to be in melee range to pull off. In terms of actually being able to pump out AOE damage Elec/shield and Fire/Shield scrappers are still the kings.

What Blasters are, are OK damage dealers with really poor survivability. If you want a comparison would you rather take a Tank or a Howitzer, if the howitzer had the same range as the tank, the same caliber gun, and the same support costs.


 

Posted

Blasters are probably the one AT where gaming skill can and will make a difference as to how effective you are - and how often you die.

Seems to me that some people posting in this thread haven't figured that one out yet....


Proud member of FOXBASE ALPHA and coalition associates.

Hero 50's - 25

Villain 50's - 1

 

Posted

'On the other hand, sometimes a blaster is unable to attack for fear of getting too much aggro. This lowers damage considerably.'

Bah humbug - the only reason a blaster isn't attacking is because they're dead. I will concede that that does lower damage considerably


 

Posted

Quote:
Originally Posted by Seldom View Post
Also, whatever a corrupter can do effects the team...so in a team situation, anywhere there's a corruptor/defender, the blaster on the team is greatly ourgunning them and any scrapper, brute, or whatever around.
Not picking on you Seldom, but this keeps coming up.

If a corrupter or defender buffs your team or debuffs your enemies, that doesn't mean your blaster is doing more damage than the corrupter; the corrupter is causing your entire team to do more damage. It's something the corrupter is doing that benefits the team, not something the blaster is doing differently because the corrupter is there. The blaster fires off their attack chain as usual, but because there's a corrupter around, they do more damage; that damage should be credited to the corrupter.

This is one of the reasons that corrupters are more damaging on a full team. Aim+Build Up increases one toon's damage by ~160%, but a 20% damage buff on all 8 players is approximately equivalent damage scales notwithstanding, and most of these can be kept up nearly 100% of the time. Debuffing enemy resistance by 20% is about equivalent; most of the major resistance debuffs are in the 30% range.

Yes, blasters can push their own damage into the stratosphere, but buffers and debuffers can provide as much or more of a benefit to the team by increasing the damage the entire team does.


 

Posted

Quote:
Originally Posted by DarkMaster View Post
The difference is....the Corruptor or Dominator has the "survivability" to actually fully dispense their ordinance until every last baddie is dead...and that is the key difference here.
The end game has a lot of passive mitigation. Once a blaster can really trick out their build and hit cap defense to S/L (or cap defense to Range and use Hover) they don't need to waste attack cycles throwing controls and debuffs/buff to bring their damage up to par. This gives them better burst and better overall damage.

This makes them simply better at damage output than Defenders and Corruptors over all except for extreme circumstances like Fulcrum Shift.

Doms, on the other hand, and to a lesser extent Controllers can leverage pets to do damage *while* they are using mitigation tools, and they can buff those pets as well. They also tend to have mitigation tools that also cause damage. This is really where Blasters fall behind, but I feel this is more that the pet mechanics of the game are really good end game rather than Blasters being broken.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

Posted

I just wanted to chime in for the OP:

Anybody who tells you that a Corruptor does more damage than a Blaster needs to learn to play. It's that simple.

Doms are closer to Blaster levels of boom, but Doms don't typically have the same amount of AoE or damage buffing that Blasters do.

Blaster take a player who is good and adept at managing their controls, melee damage, inspiration tray and has situational awareness. You're going to have a harder time solo if you're not good, that's true. But if you are, any blaster can do more damage than any non-primary damage dealer.

Some Scrappers and Brutes can do better, but it's a much more isolated case than a lot of people here let on.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

Quote:
Originally Posted by Hart View Post
If a corrupter or defender buffs your team or debuffs your enemies, that doesn't mean your blaster is doing more damage than the corrupter; the corrupter is causing your entire team to do more damage. It's something the corrupter is doing that benefits the team, not something the blaster is doing differently because the corrupter is there. The blaster fires off their attack chain as usual, but because there's a corrupter around, they do more damage; that damage should be credited to the corrupter.
OTOH, while the corruptor is animating a buff or debuff, the blaster is likely animating something that will make dead things.

I know I often charge into a mob with my Kin/Elec thinking Fulcrum, Short Circuit, Ball Lightning and then end up doing FS and Lightning Bolt, because the rest of team was animating attacks while I was animating FS. Do I get credit for the damage from the previous FS and from the SB that means they all have their AoEs back so fast? Sure. But I still find it is useful to have some blasters and scrappers and brutes and doms to benefit from my buffs/debuffs (OK, OK, all buff/debuff teams are fun and have plenty of time to attack and buff/debuff as well, but even at +2, you can quickly get into overkill territory, so play whatever you want, it all works).


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 Another_Fan View Post
Lets start with the elephant in the room, a mezzed blaster is not softcapped to anything and there isn't a blaster with any kind of defense debuff resistance either. So when that mezzing attack lands on a blaster half their defense goes out the window and they are taking 4 times the damage. If they haven't managed to eliminate a significant portion of the spawn by the time this happens their lethality drops by a very large amount due to having no aoes covered by defiance's mezz protection. The controls being talked about, are single target controls that scale very badly with spawn size.
While I agree, a good Blaster with high defenses should be able to manage this with Inspirations now that we can combine three into Break Frees. The mez time should remain relatively low assuming the Blaster is good at resource management. Yes, other ATs don't need to do that resource management but that doesn't mean the game does not provide the tools to deal with this.


Moonlighter

50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD

First Arc: Tequila Sunrise, #168563

 

Posted

Quote:
Originally Posted by Moonlighter View Post
While I agree, a good Blaster with high defenses should be able to manage this with Inspirations now that we can combine three into Break Frees. The mez time should remain relatively low assuming the Blaster is good at resource management. Yes, other ATs don't need to do that resource management but that doesn't mean the game does not provide the tools to deal with this.
I was reminded of this the other day when I was blindly charging into things on a blaster and having some difficulty keeping my green bar up. I had been playing a Mastermind, and forgot that I needed to use inspires occasionally on my blaster. Once I started using them, I never ran out and never needed to buy them that play session. It was just a matter of needing a few here and there and combining as I went.


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 Seldom View Post
Some people need to get out of the number crunching and into the game. Honest fact:

Scrappers and blasters can do about the same damage. Brutes somewhere near there too.

However...melee vs. blasters: most melee archetypes cap targets at 10. Blasters can hit 16. Melee usually has a range of 7'. Blasts have 80'. Most blaster's aoe is 30' in diameter. Most melee is 16'. Melee cones? 7'. Blast cones? 40'.
This first part still sounds like number crunching to me...
:-P

I believe this is a very good summary and assessment of the relationship of the ATs you mentioned. I would just add that Blaster's tie at the highest damage modifier to the list of values you put there.

Another thing that's not getting mentioned a lot is defiance. BU+Aim will allow Blasters to out damage on their initial two or three attacks, and at that point there should be at least 3 attacks worth of defiance up for the remainder of the battle. It should only take two to put them ahead of the average damage criticals allow Scrappers to do. In prolonged battles, Blaster's average damage will decimate everyone else's.


@Gilia1
I play heroes on Champion.
I play villains on Virtue.

 

Posted

This is the problem with the blaster AT as I see it.

Many people start playing the game as a scrapper or a tank or some other melee toon. The login the character screen and see an AT that has good hit points and high damage and has good resists and they play that. Then after a while of playing those they start playing blasters. And they feel pretty good.. right up until you hit the late 20's and early 30's where mez starts showing up.. Then they are totally shocked by how many foes mez because they NEVER noticed it before..

Now their blaster sucks and they cant handle the late game blah blah blah..

Ive played almost everything in this game and I can tell you this. Blasters are the AT I always tell NEW players to play.. I believe it teaches you HOW to play the game.

You learn very quickly what foes do what and how. Who stuns. who holds, who drains end etc etc

You learn positioning. How to break line of sight. How to use distance and cover and hover to YOUR advantage.

You learn how to manage your OWN aggro instead of relying on others to do it for you.

You learn TIMING which is crucial.. When to attack.. WHO to attack.. When to go ALL OUT and when to be the surgeon and remove specific foes from the battelfield quickly.

Im not going to get into all the data because I really dont bother with working up attack chains and focusing on DPS.. Sure I am somewhat aware of it.. but its not my focus.. The question I have is can I do my JOB as a blaster which is to deeat foes quickly and I cna assure you after playing numerous blasters as well as almost every other AT in the game to 50 that blaster do perfectly well at the higher levels.

There are several misnomers here that I find annoying however. Blasters CAN attack when mezzed. Defiance allows ANY blaster to attack with their first two attacks from their primary and the first attack from their secondary when mezzed. That means at least TWO attacks and something THREE depending on secondary for your blaster even when mezzed... The corruptor and the defender CANNOT do this..

Even if you are mezzed.. there is this little thing called a BREAK FREE people.. USE THEM..

I do not have ONE.. not ONE of these new high defense builds.. Yet I have played all these to 50

Airhammer-Energy/Energy. Great Mitigation from knockdown and with at least Two Damage Range HO's in EVERY attack. Hover, Powe Push and Boost Range you will rarely get close enough to hurt me. ANd if you do there is a nice Energy Punch. Bonesmasher combo waiting for you.

Sureshot- Arch/Devices Specializes is utilizing stealth and insane Accuracy and to Hit Buff to take targets down quickly. The combo of Rain of Arrows. Explosive Arrow and Fistfull or Arrow with THREE damage range HO's make a very quick attack chain. Plus having utility arrow like stun arrow are a big help.

Salvo-AR/NRG-Also uses range and wide cone attacks to his advantage as well as hover to keep a distance. Full Auto is a smaller crashless nuke that is up every thirty second combines with the LRM rocket from the Mutions pool he can make your day hell.

Taiyoken-Rad/Mental- I dont even know where to start. Range Single target.. Check.. AoE check.. PbAoE check.. Defense debuffs.. check.. Regen my health and stamina with Drain Psyche.. Check.. Build Up Aim.. Irddiate. Psy Shockwave Atomic Blast... trip to the Zig...

Taser Eec/Elec- The Blaptroller... Ranged Damage.. check.. Melee Damage.. check.. THREE single target holds with the Elec Epic Pool.. Check.. End Drain foes and keep them there.. check..

FyrePsyde- Fire/Mental... Not even gonna tallk about this one.. I have run farms with Fire/Kin controllers that have made them say DAMN i need to get one of those..

and I have a Rad/Fire I have at 32. I also had an Ice/ice at level 35 but i deleted it.. fun but I wanted an Ice/Cold deender instead..

My advicee to you is MAKE ONE.. PLAY IT and see if it is FUN.. dont let people scare you off from playing something...


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-

 

Posted

The Blaster is risk vs reward in an Archetype. The other ATs are fairly low risk, and as such have very consistent damage. Scrapper damage is consistent, Brute damage is consistent once they get rolling, and Tanker damage is consistent and low. Even Dominators have very steady, consistent damage since they lack Aim+Build Up, and even if they get one or the other it is considerably weaker than the Blaster version.

You see a lot of posts in this thread saying that Blasters cannot deal high levels of damage because the risk is too great for them. Well, they are able to deal those high levels of damage BECAUSE the risk is so great. If the Blaster is willing to take the risk to move into melee, use multiple damage buffs, and fire off AoEs, then there is no AT that can match his damage. The trick is learning to use the tools that allow you to take those risks. (And not underestimating what you're capable of when you do)

I have multiple Blasters in the 40's. I don't have any more trouble soloing them than when they were in their 20s and 30s, and in fact, in my experience a Blaster is ALWAYS playing as a mixture of caution and recklesness. It's about knowing when to charge and when to run. IMHO it is not about being less survivable than anyone else, it's about being able to act quickly enough to use the survivability time that you have.

I find my Dominators and even Kheldians dying far more often than my Blasters. Primarily because I find myself unconsciously pushing them a bit further than they can handle, whereas with a Blaster I am always on the alert for any signs of defense failure.

I'll also add that my AR/Dev Blaster has turned out to be one of my most survivable characters. It takes a lot of time to set up minefields, but once you do, NOTHING gets in melee with you and survives the attempt. And pretty much everything tries to get in melee with you, so death is pretty much assured.


 

Posted

Quote:
Originally Posted by Airhammer View Post
Even if you are mezzed.. there is this little thing called a BREAK FREE people.. USE THEM..
I'll also add that Defiance's mez protection is WAY more useful than people give it credit for. And that's with my characters that only have one of the two starting Primary attacks and the one on the Secondary. If you are being mezzed, it's because you did not pick out the mezzers in the spawn and take them out before the fight started. And Defiance is there if there are a couple of them to deal with, or the one you attack happens to have a little HP left. I don't know that I've ever needed a Break Free to deal with a mezzer, he's usually dead before he can hit me again.

Chain mezzing is usually the problem, not mezzing in general. And mez can't even drop you if you are flying any more, so there's still that option.


 

Posted

Quote:
Originally Posted by Gilia View Post
This first part still sounds like number crunching to me...
:-P

I believe this is a very good summary and assessment of the relationship of the ATs you mentioned. I would just add that Blaster's tie at the highest damage modifier to the list of values you put there.
So there are numbers, fair enough. I just mean that mids' is not a good source for actual gameplay situations. For instance: DPS means very little in a game where minions die in a few attacks.

As to damage mods, yeah both scraps and blasters get 1.125 on their 'best,' but then the blaster's second highest is still 1.0, compared to scrapper's paltry .5 ranged. Yeah, I know scrap's blasts usually use melee mods, but the point is blasters start first when it come to orange numbers, then go from there.


Quote:
Originally Posted by Gilia View Post
Another thing that's not getting mentioned a lot is defiance. BU+Aim will allow Blasters to out damage on their initial two or three attacks, and at that point there should be at least 3 attacks worth of defiance up for the remainder of the battle. It should only take two to put them ahead of the average damage criticals allow Scrappers to do. In prolonged battles, Blaster's average damage will decimate everyone else's.
True. Not saying that I don't love my brutes/scrappers, but saying their damage is equivalent is a misnomer. I know that scrappers and brutes are far more survivable, but debating damage+survival is different than debating damage vs. damage in a disingenuous manner. Likewise I can say that my buff/debuff+damage offers more, but saying you'll leave your blaster at home because your corrupter is kills faster makes me scratch my head. If you say they 'do more?' fine. again, different argument.

But when the blasts let loose, you'll have to look for some weird outliers to outpace the avergae blaster's mass orange numbers.


 

Posted

EvilGecko:

Quote:
Anybody who tells you that a Corruptor does more damage than a Blaster needs to learn to play. It's that simple.
Eh!?!

I'm sorry, but you sir, are terribly wrong. I think Hart summed it up very nicely and said all that I was going to say in response:


Hart:
Quote:
If a corrupter or defender buffs your team or debuffs your enemies, that doesn't mean your blaster is doing more damage than the corrupter; the corrupter is causing your entire team to do more damage. It's something the corrupter is doing that benefits the team, not something the blaster is doing differently because the corrupter is there. The blaster fires off their attack chain as usual, but because there's a corrupter around, they do more damage; that damage should be credited to the corrupter.

This is one of the reasons that corrupters are more damaging on a full team. Aim+Build Up increases one toon's damage by ~160%, but a 20% damage buff on all 8 players is approximately equivalent damage scales notwithstanding, and most of these can be kept up nearly 100% of the time. Debuffing enemy resistance by 20% is about equivalent; most of the major resistance debuffs are in the 30% range.

Yes, blasters can push their own damage into the stratosphere, but buffers and debuffers can provide as much or more of a benefit to the team by increasing the damage the entire team does.
If anything, a Corruptor is LEAGUES ahead of a Blaster in damage capability when teamed. If my Corruptor is granting your Blaster, and the other 6 people on the team, even more damage, then that damage output increase can and IS attributed to the Corruptor and not each individual player. When a Kinetic give your Brute/Scrapper a fully saturated Fulcrum Shift, do you stand back and say "Omg WOW! I rawk so hard and my damage is SO good and it's ALLLL thanks to ME cuz FS comes out my rear and I could do this much damage solo too!!!"....or....do you thank the Kin and then invite one every friggen time you get a chance to? Lol...I think you'll be in Broadcast asking for a /Kin buddy


Once again, Blasters fall behind, and it's this cascade of problems that I feel severely need fixed. I love my Blasters, but I shouldn't be required to be a professional strategist, mathematician, or have the twitch reflexes of a competitive First Person Shooter player just to play the AT. This is, afterall, a game where players are suppose to have fun, kick back, socialize, and relax all while playing a toon they adore. Blasters can make it hard to do that. I'd like to see that changed, for PvE sake (they aren't too shabby in the current pvp system).


 

Posted

I don't have a very high regard for the Blaster but that's probably because I'm not as l33t a player as the people around here. The Risk is in my opinion too high for the Reward, compared to the other ATs. I've mostly played CoV so I'm used to ATs that can take of themselves better...

I recently played a nrg/nrg Blaster and a bot/traps MM to lvl 22. The Blaster was slower levelling for two reasons - needing to rest and trips to the hospital. Perhaps an unfair comparison... :-P


 

Posted

You want to play a non squishy blaster? Roll a fire/fire/fire dom. Your talking all the controls of fire (AoE ranged stun, immobilize, Hot feet, and pets) plus all the pure awesome damage of /fire/fire, (fireball, fire blast, blaze, fiery embrace which is like BU without the +tohit, and rain of fire) You'll basically be able to out damage, and out survive by blaster, by a HUGE margin.

The highest raw DPS blaster is a fire/elec with can pull about 350 DPS max'ed out to the gills in IOs.

A fire/fire/fire dom can pull closer to 450 DPS, in that same max'ed out situation, and they have better survivability due to hard and soft controls.


 

Posted

Airhammer has preached the truth.
*passes the collection plate*

Quote:
Originally Posted by Airhammer View Post
Ive played almost everything in this game and I can tell you this. Blasters are the AT I always tell NEW players to play.. I believe it teaches you HOW to play the game.
The first character I leveled was a blaster, and I have told more than one person some variation of what Airhammer said so well in the years since.

Quote:
Originally Posted by DarkMaster View Post
I think you'll be in Broadcast asking for a /Kin buddy
I get what you are saying, but you may be missing the point.
I play my corrs to balance my damage and buffs/abilities. Shocker, having team mates helps!

I play my blasters to mete out some big orange numbers of doom. Shocker! Having team mates still helps!!!

Oh, and do I like a kin on the team? You betcha. But I like lots of other ATs and sets too. Not once, not ever, have I broadcast looking for anything specific.


Quote:
Originally Posted by DarkMaster View Post
Once again, Blasters fall behind
Bah. Your mileage most definitely does vary.
I've never felt 'behind' on my blasters compared to anything. I like them just the way they are.


City of Heroes was my first MMO, & my favorite computer game.

R.I.P.
Chyll - Bydand - Violynce - Enyrgos - Rylle - Nephryte - Solyd - Fettyr - Hyposhock - Styrling - Beryllos - Rosyc
Horryd - Myriam - Dysquiet - Ghyr
Vanysh - Eldrytch
Inflyct - Mysron - Orphyn - Dysmay - Reapyr - - Wyldeman - Hydeous

 

Posted

Quote:
Originally Posted by DarkMaster View Post
IWhen a Kinetic give your Brute/Scrapper a fully saturated Fulcrum Shift, do you stand back and say "Omg WOW! I rawk so hard and my damage is SO good and it's ALLLL thanks to ME cuz FS comes out my rear and I could do this much damage solo too!!!"....or....do you thank the Kin and then invite one every friggen time you get a chance to? Lol...I think you'll be in Broadcast asking for a /Kin buddy
Ironically, when I play my Fire/Fire blaster, I do often hear kins saying they can't get Fulcrum Shift off because the enemies die too fast (and I think, "Then we don't need FS now, do we?"). I often consciously slow down my kill speed on teams in order to let things like FS and Spine Burst happen, not because I think it will make us faster, but because I think it will make the other players have more fun (and it is also fun for me to stand in the center of a mob with Hot Feet ticking and then watching the Rain of Arrows fall around me killing all of our enemy).

After all, when you FS buff that Tanker who then Foot Stomps, you don't stand back and say, "OMG! I rawk so hard and my buffs are so uber and its ALLLLL thanks to ME cuz FooT Stomp is crap without FS and I could face these spawns solo too!!!!"


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.