Why A Blaster?
This isn't true and even if it were fixed, it has no bearing on the discussion/debate.
Controllers can get Indomitable Will. What are you thinking of for Corruptors and Defenders if not Sonic/FF's Dispersion? Because Controllers can get either. You can't seriously pigeonhole every AT into the powersets that fit your arguement though. Most Controllers, Corruptors, Defenders, Blasters, and Masterminds have the same mez protection. Yet, only one of them can attack while mezzed. Also, Blasters have the most hitpoints of all of them. Blaster's have the most restricted access to mez protection, true, but perhaps you should consider how many Corruptors actually take /Sonic. It's pretty low. |
Its called a break free people. seriously, learn to use them. Blasters can easily hit their HP cap of 1606, without the need for massively expensive IOs. my fire/fire/fire blaster has capped HPs, and about an extra SO worth of dam/acc/rech from his other set bonuses on top of near ED level damage/acc/end/rech slotted from his sets in his specific powers and he only cost about 200 million inf to IO out. Most of his items were drops from various other alts, and what didn't drop, i used random merits rolls for, then paid buy it NOW prices for the rest.
Nearly all blaster epics offer some form of lethal/smash protection, be it from resistance, or defense values.
All blaster can take hover. Now, this doesnt fit nearly all the concepts, but it is viable. Hoverblasting alone can reduce the damage a blaster takes by 3/4, as most mobs ranged attacks arent nearly as hard hitting as their melee attacks.
The argument that blasters need help is really pretty lame. Blasters got a massive buff just a few issues ago (i10 or around there i think was defiance 2.0) and while the tier 1 and 2 attacks may not be AoEs, remember this game was balanced around SOs and soloing +0/1 content. So while that blaster may be mez'ed, hes still doing damage to the mez'er, and there usually isn't more then 1 in any given group. In a team environment NOONE can out damage a full fledged blaster.
Taking my fire/fire/fire blaster for example, i have 4 different combos i use that can completely and totally decimate a full 8 man group, and i can survive long enough to pull them off, plus if i do manage to die, Rise of the Phoenix is there to allow me to keep going. Things like hot feet, and rain of fire are whats called 'soft control' a running mob isnt shooting back, and gives you range to shoot at them.
TL/DR version -> Blasters don't need help. Learn to play correctly. Thank you.
Actually there are only 2 ATs with no access to Mez protection. Blasters and controllers are the 2, every other AT in the game can get mez protection. Controllers arguably have active defense that actually works.
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Blaster don't NEED mez protection. They get to keep blasting away, even while mezzed. They are nearly mez immune, with no toggle or endurance penalty required.
edit: (and I'll echo the [break free] comments if you feel you have to use all your leet powers as quick as possible... that's even easier now with the combine three tehnique that never existed when I leveled my namesake... and for that matter neither was the current defiance... blasters are so much better than it seems many give them credit for)
Really, about the only times a Blaster needs a Break Free is if they're soloing and don't spot the mezzer (happens more to the inexperienced, of course) or if they've got Bosses on and the mezzer happens to be one (like with the Lost), or if the mezzer is just generally resistant to mezzes themselves (such as Fortunatas; Blaster primaries come with a stun, hold, knockbacks, or at least a snipe, for a reason, folks!).
I mostly solo and my Blasters rarely bother to bring more than a pair of Break Frees (one for general use and one meant mainly for use after an Awaken if I faceplant and what killed me wandered off) - and it's even rarer that I need to use one thanks to Defiance and always taking both the tier 1 & tier 2 blasts.
Blaster don't NEED mez protection. They get to keep blasting away, even while mezzed. They are nearly mez immune, with no toggle or endurance penalty required.
edit: (and I'll echo the [break free] comments if you feel you have to use all your leet powers as quick as possible... that's even easier now with the combine three tehnique that never existed when I leveled my namesake... and for that matter neither was the current defiance... blasters are so much better than it seems many give them credit for) |
Really, about the only times a Blaster needs a Break Free is if they're soloing and don't spot the mezzer (happens more to the inexperienced, of course) or if they've got Bosses on and the mezzer happens to be one (like with the Lost), or if the mezzer is just generally resistant to mezzes themselves (such as Fortunatas; Blaster primaries come with a stun, hold, knockbacks, or at least a snipe, for a reason, folks!).
I mostly solo and my Blasters rarely bother to bring more than a pair of Break Frees (one for general use and one meant mainly for use after an Awaken if I faceplant and what killed me wandered off) - and it's even rarer that I need to use one thanks to Defiance and always taking both the tier 1 & tier 2 blasts. |
Every character has some sort of kryptonite, defense based armors have +to hit and -def, resistance based armors have -res, controllers have bosses that need a double shot to be held, stalkers have ambushes and anything that can see through their stealth everyone has the Rularu. Blasters have everyone's kyrptonite.
You realize you are just amplifying my initial argument. Blasters as a broken AT. Truth, I forget about mez protection on controllers because mine have never needed it and quite frankly the psi epic is meh compared to other things that are available. Who needs mez protection when everything is pre-emptively locked down ?
Blasters having the most hitpoints is such a red herring that I would love the opportunity to sell Florida swampland as retirement property and garbage mutual funds to the people that quote it. Blasters have 20% more hitpoints than the other squishy ATs, this is a little less than the green inspiration they cant pop because they are mezzed. |
BTW the current whipping boy on the forums is Stalkers. The primary difference of the survivability of a Stalker and a Scrapper: hit points.
If you don't think hit points are a prime consideration for survivability or viability in combat in this game, then I don't suppose any amount of arguing could help you understand what's actually going on inside the game. Just for a vain attempt to fill you in: hit points determine whether you are up and fighting or faceplanted and idle.
@Gilia1
I play heroes on Champion.
I play villains on Virtue.
Lets take the case of Malta and that fire/electric that was mentioned up thread, you have a gunslinger, a sapper, assorted other enemies. The gunslinger freezes you, the sapper goes to town. Just for the sake of argument, say the sapper is your prime target and you manage to take him down, this can be done in about 4 seconds using single target attacks that are covered by defiance. At that point you still have 25 seconds of single targeting the gunslinger while he and the rest of the spawn, go to town on you. Good luck with that.
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I have solo'd Malta many times. In fact, as my submission for "glutton for punishment award" I soloed Crimson's and Indigo's arcs back in the I7/I8 days before I could make a break free whenever I wanted, and before I could fire my lower tier powers thru mez. And toggles don't drop like they used to either. (Mez used to suck suck SUCK for a blaster. suck hard. true story.)
Okay, that was an ice blaster, so I'd just freeze the sapper or 'slinger and then pound the other, but mitigation is mitigation. Any energy blasters out there? Bet they KB the one and go for the other... etc. etc.
Challenging? Yep, no argument. Make me cry that blasters are broken? Nope.
And I'll repeat - great AT to learn with - learn tactics, mob abilities, and to appreciate the benefits of other ATs that play differently (on a related note, playing a defender after a blaster will really lock in the lessons...)
Now, when I pull my old namesake blaster out for fun it is just that: FUN.... because now I play with a fraction of the fear of mez that I used to, because I have 2-3 powers I can use through the mez... laughing at whatever held me (I always imagine the look on their face "but I held you!"). Toggles/armor on APP equipped blaster don't drop, so there is no damage spike like used to accompany the mez. If things do get iffy, then out comes the break free, pop a green, kite away from melee, or whatever. With your example, if there is a sapper then throw a blue in the mix and mitigate him again.
I think the point/result of the conversation is for those that embrace the blaster AT and learn it there just isn't the issue that is perceived by some to be there. To one extent or another this is true for all ATs. Blasters are just far out there on their limb - giggling like maniacs and making the rest of the ATs nervous - having fun. Just leave us be, and all will be well.
Lets take the case of Malta and that fire/electric that was mentioned up thread, you have a gunslinger, a sapper, assorted other enemies. The gunslinger freezes you, the sapper goes to town. Just for the sake of argument, say the sapper is your prime target and you manage to take him down, this can be done in about 4 seconds using single target attacks that are covered by defiance. At that point you still have 25 seconds of single targeting the gunslinger while he and the rest of the spawn, go to town on you. Good luck with that.
Every character has some sort of kryptonite, defense based armors have +to hit and -def, resistance based armors have -res, controllers have bosses that need a double shot to be held, stalkers have ambushes and anything that can see through their stealth everyone has the Rularu. Blasters have everyone's kyrptonite. |
Same spawn, but you're a controller, and the Gunslinger doesn't have LoS. You fire an AoE disorient, hold, confuse, whatever, and you don't visibly see that you missed the Gunslinger. He turns the corner. Holds you. An even level gunslinger kills a controller in what, 3 maybe 4 hits? So you're dead in 10 seconds after having done minor damage to a few in the spawn.
Tada!
resistance based armors have -res |
Blasters have everyone's kyrptonite. |
Perhaps we're speaking a different language, because I don't think I've fought Malta as a Blaster below +2/x4. It's true I've turned my settings down to that because they can be a headache... but that's no more true for a Blaster than anyone else. So I have no idea why you can't handle them.
@Gilia1
I play heroes on Champion.
I play villains on Virtue.
Even if some people not being able to handle mezzers were a real reason to cry "broken!" about any one of the ATs w/o mez protection, none of that would change the reality in game.
You're either solo, where you control the difficulty, your pace, and what you go against. In that realm, Blaster's are still in the top 50%. It's not a coincidence that Blasters have been one of the most played ATs since the release.
Or you're teaming. There, whatever is keeping the Controller/Dominator alive (holds) or whoever is hold aggro for the team, are doing the same for you. In that scenario, you become the largest source of damage. Period. Any force multipliers who might be able to match you are multiplying your force. A well played Blaster can allow a team to steam roll content that 7 others would still be crawling through. Better, more damage, more target, larger AoEs, on the tied-for-highest damage modifier!
@Gilia1
I play heroes on Champion.
I play villains on Virtue.
I think the point/result of the conversation is for those that embrace the blaster AT and learn it there just isn't the issue that is perceived by some to be there. To one extent or another this is true for all ATs. Blasters are just far out there on their limb - giggling like maniacs and making the rest of the ATs nervous, but having fun. Just leave us be, and all will be well.
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Blasting definitely puts you on the edge, but that's always been the idea. Some get it, others don't.
I get it and love it.
Sets like Thunderstrike and Red Fortune are rather expensive? Where are you shopping?
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Smashing/Lethal is the best bet to softcap anything due to access to defensive shield(s) in the epics. Doing so requires quite a few expensive IOs; likely several sets of Kinetic Combat and Obliteration to begin with. Such a Blaster is pretty sturdy, but still suffer from notable ****** in the armour obviously.
Lets take the case of Malta and that fire/electric that was mentioned up thread, you have a gunslinger, a sapper, assorted other enemies. The gunslinger freezes you, the sapper goes to town. Just for the sake of argument, say the sapper is your prime target and you manage to take him down, this can be done in about 4 seconds using single target attacks that are covered by defiance. At that point you still have 25 seconds of single targeting the gunslinger while he and the rest of the spawn, go to town on you. Good luck with that.
Every character has some sort of kryptonite, defense based armors have +to hit and -def, resistance based armors have -res, controllers have bosses that need a double shot to be held, stalkers have ambushes and anything that can see through their stealth everyone has the Rularu. Blasters have everyone's kyrptonite. |
Take a fire/fire/fire blaster for instance, BU/Aim->blaze, dead sapper. with BU and aim still active, gunslinger freezes you. Ok, that happens, but you then throw flares, and fire blast, with a ring of fire for giggles, and hey look, dead gunslinger.
Blaster is still held, but everything is dead, and blaster got hit twice, tops?
Blaster don't NEED mez protection. They get to keep blasting away, even while mezzed. They are nearly mez immune, with no toggle or endurance penalty required.
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edit: (and I'll echo the [break free] comments if you feel you have to use all your leet powers as quick as possible... that's even easier now with the combine three tehnique that never existed when I leveled my namesake... and for that matter neither was the current defiance... blasters are so much better than it seems many give them credit for) |
Besides, if you use that argument you might as well assume Scrappers and others ATs that have comparable damage, can use ALL their inspirations toward making red damage inspirations (as they already have inate defenses, mez-protection and heals), thus allowing their damage output to surge ahead of Blasters while still being much more survivable than a Blaster with all the needed inspirations at all times.
Except your not just gonna stand there and let a sapper/gunslinger pound on you. And if your solo, you could very well get a gunslinger/sapper (lt/minion) which, if you pop BU/aim, you can easily 1 or 2 shot.
Take a fire/fire/fire blaster for instance, BU/Aim->blaze, dead sapper. with BU and aim still active, gunslinger freezes you. Ok, that happens, but you then throw flares, and fire blast, with a ring of fire for giggles, and hey look, dead gunslinger. Blaster is still held, but everything is dead, and blaster got hit twice, tops? |
Except your not just gonna stand there and let a sapper/gunslinger pound on you. And if your solo, you could very well get a gunslinger/sapper (lt/minion) which, if you pop BU/aim, you can easily 1 or 2 shot.
Take a fire/fire/fire blaster for instance, BU/Aim->blaze, dead sapper. with BU and aim still active, gunslinger freezes you. Ok, that happens, but you then throw flares, and fire blast, with a ring of fire for giggles, and hey look, dead gunslinger. Blaster is still held, but everything is dead, and blaster got hit twice, tops? |
The problem is we are talking about two different cases. Everything does well at the default difficulty settings what is being talked about is how blasters scale up their difficulty when soloing the post 30 game. Most blasters really hit a wall as spawn size goes up, the exceptions I am certain of are Fire/Archer/Assault rifle and even those are in the situation where they need the initiative to deal with large spawns. That is the best of the blaster primaries, and if you go by the usual logic that prevails for balancing on these forums fire needs a nerf as its both a complete outlier in terms of damage and recharge times. (Personally in terms of recharge times and how blasters work all the tier 1,2 and the hard hitters should be brought into line with fires recharge rates not the other way around but that's just me)
At this point Blasters do have it easier than they once did.
One thing I should point out, and it was obvious at earlier times in this game, if you look at all 10 standard AT's, or heck include the 4 epics as well, you have two standouts, blasters and controllers. Blasters have Offensive/Offensive sets, and Controllers have Defensive/Defensive sets, historically that has created some problems for both AT's, heck Controller's leveling to 32 before containment was a super pain. Everyone else gets a Sword (offensive set) and Shield (defensive set). Now Blasters do have higher HP, along with ghetto mez protection.
Lets take the case of Malta and that fire/electric that was mentioned up thread, you have a gunslinger, a sapper, assorted other enemies. The gunslinger freezes you, the sapper goes to town. Just for the sake of argument, say the sapper is your prime target and you manage to take him down, this can be done in about 4 seconds using single target attacks that are covered by defiance. At that point you still have 25 seconds of single targeting the gunslinger while he and the rest of the spawn, go to town on you. Good luck with that. |
Also I've never even played fire or elec but can tell you how this would go against your average solo spawn.
Build up + havoc punch + thunder strike = dead sapper as you run into the spawn, rest of Malta should be reacting right around now if you're quick. No need for ST defiance attacks, you get the first shot.
Blaster should have enough HP even without sets to soak the alpha attacks that are coming your way. If sapper got an attack off, power sink should = problem solved.
Gunslinger tries his ice bullet.
A: I laugh at it because I have acrobatics to soak the hold, go to town on him and spawn with aoe's in fire.
B: Break free's are your friend, it's not a sign of a broken class to have to use them, it's called part of the game.
C: He misses, or I use A or B, lightening clap to stun him, dead gunslinger, aoe'd to death mob pack in the process.
Now if this was my ice/dev?
Smoke grenade the pack, lay caltrops, cloak close to Sapper.
Aim + Bitter freeze Ray sapper (since I know to fire my long animations first, see knowing your powers) use bitter ice blast and if need be ice blast to finish him off.
Freeze ray gunslinger as he bounces a hold off acrobatics again.
Retreat back across caltrops, and if I'm feeling frisky watch remaining minions run into the trip mine present that might be there. Finish them off while gunslinger is held.
Keep gunslinger perma held with both holds as I deploy a gun drone just to be mean, watch him melt with ST chain.
That's before epic pools when I may just feel like an Aim + LRM or then have three holds to make sure practically any mob pack I run across spends most of a fight held and debuffed. And since that blaster has enough recharge bonuses slotted in sets I can get two gun drones out when I really feel mean.
All that aside though if you wanted to talk annoying you should have used operation officers, the stun grenades are 100X worse then the gunslinger holds, and last about three times as long I swear, I bring break frees for them all the time, provided I don't learn that using something like beanbag, suppressive fire, freeze ray, scramble thoughts, cosmic burst, or screech on the mezzer first might be a good idea.
But the biggest problem with your scenario is any other mob pack isn't Malta, you can't just use the (arguably) hardest enemies in the game and point to say "See blasters is broken!"
Any blaster worth his salt with any primary that isn't energy (knockbacks are iffy) or fire (The worst in my personal opinion as it is all damage and no mitigation) Has some means of countering the mezzer before he can even think of mezzing you. And with /EM and power boost your mezz is that much more powerful. Any normal mob type like freaks, council/5th or family? No chance against a skilled blaster.
If you're gonna try to use this to claim blasters are somehow broken, gonna have to do a lot better then that. As an AT they just require a different method of thinking, and yes a bit of skill to play properly. But needing skill doesn't equal "broken"
Also, as has been said, oh, I don't know, about 763,234,674,564,456.7 times, give or take 3, comparing solo AT vs solo AT has never been a valid point of comparison for anything in this game. It's a TEAM game. I find blasters are desirable to have on a team, fun to play on a team, and hold their own on a team.
Arc #6015 - Coming Unglued
"A good n00b-sauce is based on a good n00b-roux." - The Masque
Lets take the case of Malta and that fire/electric that was mentioned up thread, you have a gunslinger, a sapper, assorted other enemies. The gunslinger freezes you, the sapper goes to town. Just for the sake of argument, say the sapper is your prime target and you manage to take him down, this can be done in about 4 seconds using single target attacks that are covered by defiance. At that point you still have 25 seconds of single targeting the gunslinger while he and the rest of the spawn, go to town on you. Good luck with that.
Every character has some sort of kryptonite, defense based armors have +to hit and -def, resistance based armors have -res, controllers have bosses that need a double shot to be held, stalkers have ambushes and anything that can see through their stealth everyone has the Rularu. Blasters have everyone's kyrptonite. |
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-
Besides, if you use that argument you might as well assume Scrappers and others ATs that have comparable damage, can use ALL their inspirations toward making red damage inspirations (as they already have inate defenses, mez-protection and heals), thus allowing their damage output to surge ahead of Blasters while still being much more survivable than a Blaster with all the needed inspirations at all times.
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That assumes Blasters will have to play at a much lower difficulty level than basically any other AT. Which melee AT with selfrespect only solo +0/+0?
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(And I've played soft settings on some solo tank time due to the time to push orange numbers on some spawns, to answer the specific question.)
The problem is we are talking about two different cases. Everything does well at the default difficulty settings what is being talked about is how blasters scale up their difficulty when soloing the post 30 game. Most blasters really hit a wall as spawn size goes up,
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I don't start really having fun and enjoying any AT - including blasters - until the 30s. Not sure about this wall of which you speak...
the exceptions I am certain of are Fire/Archer/Assault rifle and even those are in the situation where they need the initiative to deal with large spawns. That is the best of the blaster primaries,...
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I am headed out the thread door agreeing to disagree with these arguments, and convinced that there are those out there that do not have the soul of a blaster. Which is fine.
You know why people cry blasters are broken ? because they cannot mindless do what they do on their other AT's
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-
i think the point/result of the conversation is for those that embrace the blaster at and learn it there just isn't the issue that is perceived by some to be there. To one extent or another this is true for all ats. Blasters are just far out there on their limb - giggling like maniacs and making the rest of the ats nervous - having fun. Just leave us be, and all will be well. |
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-
People who are having trouble soloing on their lvl 30 Blasters just need to work a little harder at figuring it out.
Ranged defense says hello.
People who argue Blasters are fine as is, consider specific and rather expensive defensive IO-builds a natural part of the equation. They tend to display a willful blindness that such builds are practically achievable only at endgame levels after gaining access to the correct epic powers and the correct amount of influence. They also tend to only look at theoretic damage output as opposed to what is practically achievable for a supremely squishy toon. In their arrogance, they also tend to think of anyone looking at the larger picture of the AT are merely complaining because they're inept at playing.
To make it clear; certain Blasters combinations are fairly survivable, but sacrifice damage for the privilege - effectively becoming subpar damage dealers with subpar survivability and virtually no team utility. Certain Blaster combinations are the infamous glass-cannons and have top notch damage output at the expense of survivability. Other ATs have comparable or even better damage output with significantly better survivability and team utility. With Blasters, unlike all other ATs (but certainly not all combinations), you can't have your cake and eat it too.