Why A Blaster?
It took pages of discussion...and you still didn't get it (not surprising, willful blindness over the issue is pretty prevalent). Let me clue you in; it's certainly not about how the Blaster solo at level 50 with a full IO-set complement. It is, however, about how other ATs can infringe on the only thing Blasters get - damage in all shapes -, sometimes surpassing us, while these ATs benefit from significantly better survivability, control or utility.
Certain developments have made the issue more pressing; how spawns are more spread out in initial encounters making ranged AoEs without sufficient AoE control less effective, then Going Rogue bringing Corruptors and Dominators to the mix. Agreed. Safer ATs do not appeal all that much to me. That said, where have you seen anyone requesting a change in playstyle? Blaster TLC and playstyle changes are pretty freakin' far from mutually exclusive issues y'know. This could be achieved in any number of ways. Metagame changes like making offensive/hostile toggle powers resume automatically after being shutdown would make such toggles constantly dropping due to mezzing and nuking less of a hassle. Front-loading damage on immobilizes is another small change that would make single target immobilizes more viable as a multipurpose tool. Softening the crash of the old school nukes would also be good. Increasing the radius of the smaller toggle auras is another good change. These are much less useful for Blasters than melee toons. Defenders benefit from such with their Opressive Gloom version for instance. Why not Blasters who need such even more? Dominators benefit from better snipes than the ranged specialist AT does. Does this even begin to compute other than as an attempt to make snipes viable for Dominators. Why hasn't Blasters gotten the same consideration? And it's not purely about snipes, it's about powers like Power Push, Telekinetic Thrust and others. Adding damage or secondary effects to single target controls would make these more viable. Only the extreme squishiness of the AT makes these decent choices. Compare our single target control powers with such powers belonging to any other AT. Just about all ATs (Corruptors and Defenders share these powers, but usually have far better options) have so far better choices they're not even in the same league. This despite manipulation at the very least being partly about control. Other ATs, like Corruptors and Defenders benefit from Blaster damage scalars on certain blast powers. Yet, the Blaster version of Frozen Aura was neglected when the Tanker version got buffed and made useful. For me this is an example of the neglect developers have shown Blasters. Straw man argumentation. Of course every AT brings something to a team. But who would bring more damage (both single target and AoE) to a team; a Fire/Fire/Fire Dominator or an Ice/Ice/Cold Blaster? Who has the better control (and therefore survivability)? Who has the better utility? That sort of problem is something any Blaster is confronted with. |
You know what? The minute you start going from X has a problem to the Devs hate X, your argument is dead. Devs in other games put up with this stuff and ignore it on a daily basis, and they will here as well.
Edit: Also I see all arguments about Blasters are pitting the entire AT, weakness and all VS Only the best sets of other ATs. Way to be unbiased.
"An army is a team. It lives, eats, sleeps, fights as a team. This individuality stuff is a bunch of BS." -General George Patton
-Lord Azazel
I stated in the comparison I had picked high end AoE sets to compare, but most blaster AoE is damage is about on the same model with the exception of the rain powers.
The ability to attack at range is not as large a matter as you would think. Ranged classes in this game don't in general outrange their opponents. |
That range is huge if you're going to min/max. Stalkers, Brutes, Scrappers, and Tanks complain about when their targets get knocked back or when things are killed before something animates... and that's usually because they have to get up close to hit something (Blasters don't have to move much to keep things in range, if at all). IF you want to min/max and get the most damage you can, a Blaster is going to be far more helpful than any other damage class. You need one Tank to go in (so they don't return fire), some debuffs if you really want to min/max, and then go to town. Why wait for most of the team to get up close? Scrappers are nice for damage on a team, but a Blaster is going to be better, if all you want is damage.
Of course, the game doesn't have to be min/maxxed. Which I always have to say with that example. All varieties of teams work, and every AT in this game can bring something to that team.
Then they should be doing more for the team, be it total damage output, AoE damage or other. If by sick damage, you mean about the same as other ATs do well yes. |
If we are making the classic CoX blunder, if you read Positron's blog on FotMs his position was you shouldn't have things that you would be crazy to take or not to take. This was also the rationale for the Brute nerf. |
But what this means is that (if the game is designed so nothing is FoTM and every AT has something to offer) all the ATs are going to overlap to some extent. Most of the ATs in CoX have some form of mitigation, but that doesn't take anything away from Controllers, Doms, or even Defenders. And to get XP, merits, clear missions, etc., they all need to do damage. That doesn't take anything away from Blasters, either.
So what I said earlier is the classic mistake people sometimes make with CoX. They think because there is overlap between the ATs, that some are better than others, when they aren't necessarily, as this is how CoX is designed (I could see that without Posi saying it to me, and what you have in that post just confirms it). Can imbalances exist between the ATs? Sure. However, I don't think such an imbalance exists for the Blaster AT since their Defiance, etc., improvements.
You haven't said anything to shake that belief.
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
I had a long response to this massive chunk of random QQ and cherry picked arguements, but then I realized that I finally recognized what this entire thing is. It's not Blasters are underpowered, its that the Devs hate Blasters. Ive seen this a million times on every game I have ever played about how, "X class is the weakest", "How the devs hate x class.", "They are just keeping X class weak and don't want to fix things"
You know what? The minute you start going from X has a problem to the Devs hate X, your argument is dead. Devs in other games put up with this stuff and ignore it on a daily basis, and they will here as well. Edit: Also I see all arguments about Blasters are pitting the entire AT, weakness and all VS Only the best sets of other ATs. Way to be unbiased. |
Developers generally like to make new content rather than to fix old. New content is an easier sell after all. Developers also doesn't like to fix what isn't strictly broken. Additionally, developers are prone to influence through popular demand and Blasters have had very few proponents (as this and other threads make abundantly clear), where as other ATs have had an active lobby. There's also a, in my opinion, misguided consensus that i12 fixed the Blaster issues. These are the main reasons why I think Blaster issues take the backseat almost at every juncture.
Another thing you don't seem to appreciate is the fact that other ATs are much more free to cherrypick powerset combinations than do Blasters. A Blaster will always sacrifice a lot of damage to get a fraction of the mitigation any other AT takes for granted. Melee toons have more than sufficient survivability in all their armour sets making such considerations unnecessary. A Controller or Dominator can pick the most damaging sets and still have more than sufficient control to handle huge spawns single-handedly. Knowing one can get the best of both (or even several) worlds with other ATs is why numerous threads pop up clamouring for ever more offensive armour sets for instance. These comparisons can never be straight up, but seems biased only to the non-analytic mind.
I also don't know where your particular bar is for the proof that will shake your beliefs. Blasters don't contribute anything that other ATs don't contribute better and or faster. Even the item that blasters are supposed to be best at (AoE damage) they either do about the same damage or do better damage considerably later than other ATs
You need to re-read. The Area of an aoe only matters when you cant pack your enemies into the space where it will hit. It doesn't matter if ignite or burn has a small radius if you can fit everyone in it before you fire.
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Sure, I can collapse the spawn with my Kat/Inv or Kat/Fire scrapper and be likely to survive the extra hits I take in order to spend the time doing so. My AR/Men blaster just runs up, picks something in the back and starts shooting. The enormous size of the AoEs saves time, allowing me to put out more damage, quicker, because I don't need to spend time packing my enemies into a tight space.
There is a reason the more popular melee farmers have AoEs that are bigger (Spines, SS, Shield, Electric). Bigger AoEs save time, because you can start attacking sooner.
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.
When your argument is based on DPAs and damage generated over time and the premise that scrappers can deal as much damage as blasters in a set amount of time, then the area of the AoEs DOES matter.
Sure, I can collapse the spawn with my Kat/Inv or Kat/Fire scrapper and be likely to survive the extra hits I take in order to spend the time doing so. My AR/Men blaster just runs up, picks something in the back and starts shooting. The enormous size of the AoEs saves time, allowing me to put out more damage, quicker, because I don't need to spend time packing my enemies into a tight space. There is a reason the more popular melee farmers have AoEs that are bigger (Spines, SS, Shield, Electric). Bigger AoEs save time, because you can start attacking sooner. |
Thats fine if everything in the spawn dies with the AoE, if there is a boss or lieutenants in there you aren't done untill either they are done or you have dragged them to the next spawn to finish. The melee can start with the hard targets.
Edit I would do more in illustration, but Castle already has too many players whitewashing his fence.
I love steamrolling teams.
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.
Blaster will always sacrifice a lot of damage to get a fraction of the mitigation any other AT takes for granted. |
Take any blaster combination, but for fun, lets roll a AR/dev. No Build up, no aim, decent AoE, but generally a slow secondary, and really no melee attacks either. some say this is the worst blaster combination. So, lets just work with this.
You grab hover. and use it effectively. You have now giving yourself above 99.9% reduction to all melee damage. i say 99.9% because it is sometimes possible to not be able to hover high enough to avoid the attacks, but you have basically negated pretty much all the melee attacks that can be used against you, and you have not suffered anytime for it.
Post level 40, and you can take some holds, or an AoE sleep grenade, or some defense, or some resistance, and those are in your epic power pool, that again, anyone can take. Heck, here's a sample build, of a electric blast/energy melee with capped lethal/smash defense.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Level 50 Natural Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Cold Mastery
Hero Profile:
------------
Level 1: Charged Bolts Empty(A)
Level 1: Power Thrust Empty(A)
Level 2: Lightning Bolt Empty(A)
Level 4: Ball Lightning Empty(A)
Level 6: Energy Punch KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Acc-I(9)
Level 8: Build Up Empty(A), Empty(15)
Level 10: Bone Smasher KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Acc-I(13)
Level 12: Short Circuit Empty(A)
Level 14: Aim Empty(A)
Level 16: Combat Jumping LkGmblr-Rchg+(A)
Level 18: Tesla Cage Empty(A)
Level 20: Super Jump Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(21)
Level 22: Hasten RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Zapp Empty(A)
Level 26: Voltaic Sentinel Empty(A)
Level 28: Power Boost RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Conserve Power RechRdx-I(A), RechRdx-I(31)
Level 32: Thunderous Blast Empty(A)
Level 35: Boost Range RechRdx-I(A)
Level 38: Total Focus KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Acc-I(40)
Level 41: Flash Freeze LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(42), LgcRps-Acc/EndRdx(42), LgcRps-Acc/Sleep/Rchg(42)
Level 44: Frozen Armor RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46)
Level 47: Hoarfrost S'fstPrt-ResDam/Def+(A), Numna-EndRdx/Rchg(48), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48)
Level 49: Snow Storm CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(50), CtlSpd-Acc/EndRdx(50), CtlSpd-EndRdx/Rchg/Slow(50)
------------
Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Defiance
Level 4: Ninja Run
Level 1: Swift Empty(A)
Level 1: Hurdle Empty(A)
Level 1: Health Empty(A)
Level 1: Stamina Empty(A)
Thats with power boost active mind you, which without any other slotting is still about half the time. when you don't have power boost up, just pop a purple, and your effectively at the softcap, plus you have about 41-ish slots available to throw into your attacks, and you didn't give up anything to do it.
Sorry, i just have to quote, this and really prove just how wrong you really are.
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Get with the program already. Let me prove just how wrong you are. I've stated previously that Blasters benefit considerably from specific, but rather expensive IO-builds. That's a testimony not to the viabiliy of Blasters, but to the overpoweredness of IO-sets. Blaster performance for a select few at max level isn't the issue. It's about the base abilities while levelling up (where such builds aren't even practically feasible) and beyond for your average Blaster.
As for your build, a simple mez would cut your S/L defense in half. Such a pimped out Electricity/Energy Blaster would still have less survivability than a standard Scrapper enhanced with SOs only. Its AoE and ST damage would still not compare well in practical gameplay to ie. a Fire/Fire/Any Scrapper, or a Spines/Dark/Any, or a Electricity/Shield/Any or Fire/Fire/Fire Dominator or...you might get the point.
As for the constant "just pop [insert select inspiration here]"-arguments - it's getting old fast. "Just" pop a purple or two, "just" pop a break free, "just" pop some blues to recover from the endurance crash of your nuke, "just" pop some greens to recover some damage. How large tray do you guys have and how much more damage do you think ie. Scrappers or Brutes do compared to Blasters since the former two ATs have little need of inspirations for such purposes and are free to use them enhancing their damage output (just popping multiple reds)? None of you take this simple fact into consideration which makes me frankly question either your reasoning skills or your integrity...or both.
PS. Oh...it just dawned on me; not only Dominators have better snipes than Blasters, but Scrappers have sniper powers in their epics that are actually worthwhile (for Blasters at least, Scrappers probably have better options). Such snipes have been requested by Blasters for years...further proof of the neglect I've mentioned in the past posts.
While I don't have time for a full reply before work, I am curious about one thing AF.
I've got a full stable of blasters clean from 1-50 range I can play around with, so I'll pass the ball to you, what is proper parameters in your book? and what qualifies as success or failure? As you never seemed to mention that in your post.
More to come tonight after the work at 11. Stay tuned kids! =p
I'd so glad you even looked at that build, as most of the IOs there, are pretty darn cheap, and wouldn't go away due to mez's. Plus you've still don't seem to get that blasters can take out mez mobs pretty quickly, their AoE powers have a much bigger radius then scrapper powers, and I don't know about you, but my regen scrapper, needs inspirations in order to tackle the things he does. As does my brute. I can't just pop reds and things magically die.
1 sapper and my regen scrapper melts. Serious, i miss that hit, or don't get to him fast enough, and i'm a dead scrapper. My endurance is gone, and i'm instantly perma held (as no endurance means no toggles)
Same for my brute. And psy powers tear him up as well.
My blasters on the other hand have a much easier time with both malta, and any psy damaging mobs. A simple snipe (which you have just mentioned) and that sapper is gone. Some well places AoEs, or a rain power, and those psy damaging mobs are scattered, or dead.
Tell me, if all you do is pop reds, how do you deal with the end crash (and sometimes even HP crash) of nearly all the t9 defensive powers? Yes, Strength of will, One with the shield, and granite armor don't have crashes, and Rise of the Phoenix and the dark rez are merely just self rez powers, but what about everything else?
And lets take some of those into account here. Fire armor, who just recently got a decent buff. It has Blazing aura, burn, fire shield, rise of the phoenix, all powers a /fire/fire blaster can get, plus that same blaster has higher damaging (due to increased radius) AoE, and easier time with hard to deal with mobs.
I'd so glad you even looked at that build, as most of the IOs there, are pretty darn cheap, and wouldn't go away due to mez's. Plus you've still don't seem to get that blasters can take out mez mobs pretty quickly, their AoE powers have a much bigger radius then scrapper powers, and I don't know about you, but my regen scrapper, needs inspirations in order to tackle the things he does. As does my brute. I can't just pop reds and things magically die. *snip*
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You're very misleading when you mention that "most of the IOs there, are pretty darn cheap", neglecting to include the fact that your (and most such) build(s) bases most of it's strength on the nerf-bait and expensive Kinetic Combat set. Such sets costs around 250 million each on the largest EU-server, and you had 3 of them which would set you back 750 million...on 12 slots alone. Pretty darn cheap, eh?
I know very well that mezzes won't affect IO-set bonuses, but it would affect your (half of the time power boosted) Frozen Armor...that's a reduction of almost 25% S/L-defense (or 16% w/o PB) every time you're mezzed. S/L defense is potent, but since Blasters get no resistance to -defense powers and these are very common to mobs using S/L attacks...cascading defense failures are bound to happen fairly often in your build. Not to mention being useless against the large number of mobs using any other type of attack. Also, when levelling down on task forces and trials and such (which is a large part of at least my level 50 game), you can generally forget about any such defenses.
As for your regeneration Scrapper/Brute complaint/woes; it's a little like picking a Fire/Fire Blaster and complaining about being squishy. Regeneration's one weakness is the inability to handle damage spikes well. Picking Broad Sword or Katana and combining it with Weave and Combat Jump would when slotted provide more than 30% defense to lethal and melee (and a bit less than 10% on everything else) achievable at level 20 on top of a phenomenal regeneration rate, several self heals, and a short but relatively quickly recharging tier 9 god-mode. If you struggle as you suggest, you're definitely not doing it right...even if you spent all of your budget on Kinetic Combat sets for your Blaster to make him viable.
Larger AoEs are of course advantageous over smaller ones, but not in the rather linear way you attempt to portray. Melee characters can gather the mobs close very easily and with little risk, solo or in teams by virtue of being the first to initiate combat. Melee AoEs are significantly more damaging than normal ranged AoEs. A power like Ripper would compare favourably to Explosive Blast (both available at level 26) despite being melee range AoE vs. ranged and being capped at 5 vs. 16 targets. Cones, which contribute a significant part of the Blaster AoE damage, are capped at 10 and often require constant repositioning.
Scrappers also have access to some large area AoEs any Blaster would kill for: Throw Spines (generally bigger, faster recharging and much more damaging than almost any and all Blaster cones), Shockwave, Lightning Rod, Spine Burst, Shield Charge, the Scrapper version of Fire Sword Circle (20% more damage than the Blaster equivalent).
As for Blazing Aura, Burn, Fire shield, Rise of the Phoenix being available to Blasters; the two latter are epic powers available at level 44 and 47 (thus a Fire/Fire cannot get it as you say, but a Fire/Fire/Fire may). The two former perform much, much better for Scrappers and other melee toons than they do for Blasters. Small pbAoEs with slow acting DoTs require a durability Blasters don't generally have and certainly not before endgame levels through expensive (!) and specific IO-builds. Pure damage auras are a cheap way to increase damage for all Scrappers, and a fast way to die for your average Blaster (unless on a team with very good aggro-management and control).
MoG doesn't crash, Power Surge crashes but has Power Sink, Unstoppable crashes but doesn't cause the long recovery debuff. Elude in Super Reflexes is the only semi-problematic one were it not for the simple fact SR-Scrappers/Brutes/Stalkers don't generally need it as they can softcap easily without it. Even a non-IO build with Weave and CJ can achieve around 40% to all positional defenses. Energy Armor for Brutes only is the only one that really compares, but that's only one or two out of...11, while 8 out of 11 blast set nukes crash. Let alone the fact nukes recharge 3 times faster than the few T9-god mode armour powers with true crash issues (thus needing to pop blues that more often). Also, when your average Scrapper or Brute really needs the god-mode, he or she is likely taking on enemies the average Blaster wouldn't even begin to contemplate engaging or the power is used as a panic-button. You're reaching a lot here.
That you mention Fire/Fire Blasters and in the same sentence mention it having an easier time dealing with tough mobs is just ridiculous and has put what little credibility you've had left straight out the window. Sorry, but not good enough.
My regen its an katana/regen, with tough and weave, and if i miss that sapper, i still die. No end = no toggles. Doesnt matter what you have backing it up. You miss, you die.
i said /fire/fire meaing the primary is basically open for debate. maybe */fire/fire would've been more clear.
A blaster isnt always mez'ed, and even when they are, thier t1 and t2 attacks are still available, and while both may be single target blasts, they are both ranged, and both can hit really hard, even at lower levels.
Cascading defense failure happens to anything without DDR, its not just a blaster specific thing.
lets just see how many 'targeted AoE' attacks a scrapper has compared to a blaster. By targeted, i mean ranged, not PBAoE, as in attacks you can use without having to close into melee.
going down to the list you got shockwave, lightning rod, throw spines, and shield charge. Thats it, 4 AoE attacks in all of the scrapper primary, and secondary powersets that don't require melee range.
A blaster, going off the same thing has Fistful of arrows, Explosive arrow, Rain of Arrows, trip mine (debatable really), M30 grenade, flamethrower, full auto, Empty clips, Bullet rain, Piercing Rounds (again, debatable), Ball lightning, Thunderous Blast, Energy torrent, Explosive blast, Fireball, Rain of Fire, Fire Breath, Frost Breath, Ice Storm, Blizzard, Psionic Tornadoa, Electron Haze, Neutron Bomb, Howl, Shockwave, and Siren's Song. Thats 26 different Targeted AoE powers, usable at range, that a blaster has access to.
Taking your example for throw spines, Fire breath is able equal to it. Throw spines does 100 damage, unslotted, every 12 seconds, with a 1.63 cast time, costing 13 end, at 30ft range with a 90 degree arc.
Fire breath does 109.8 damage, every 16 seconds, with a 2.67 cast time, costing 15.2 end, at 40ft with a 30 degree arc.
Throw spines is also a level 32 attack, where fire breath is a level 8 attack.
Another thing you don't seem to appreciate is the fact that other ATs are much more free to cherrypick powerset combinations than do Blasters. A Blaster will always sacrifice a lot of damage to get a fraction of the mitigation any other AT takes for granted. Melee toons have more than sufficient survivability in all their armour sets making such considerations unnecessary. A Controller or Dominator can pick the most damaging sets and still have more than sufficient control to handle huge spawns single-handedly. Knowing one can get the best of both (or even several) worlds with other ATs is why numerous threads pop up clamouring for ever more offensive armour sets for instance. These comparisons can never be straight up, but seems biased only to the non-analytic mind.
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Or are you talking secondaries? Blasters could definitely use more secondaries, and Devices really deserves a look at, as all the interrupt, long animation, and limited utility powers on a fast moving team (or soloer) really do hurt it. But even then my Archery/Devices had an easy time of it solo and does great on teams. People complain they don't to get to drop anything with all the arrows being tossed around.
In general, I don't know what I could say to change those beliefs . There is a stream represented on this thread, and I am not saying this is you in particular, that takes the attitude, that it doesn't matter how good or bad what you are playing is, it contributes something so its fine. These people might well be happy with a character that has nothing but 5 kinds of brawl with impressive animations. (I exaggerate, but by how much really ?). Then there was the one assertion that the numbers that are the powers weren't a fact but an opinion. Then there was my favorite that scrappers were dull to play ? (Takes a long look at that difficulty slider). There is without doubt some serious capability problems in the AT.
I also don't know where your particular bar is for the proof that will shake your beliefs. Blasters don't contribute anything that other ATs don't contribute better and or faster. Even the item that blasters are supposed to be best at (AoE damage) they either do about the same damage or do better damage considerably later than other ATs |
If you can prove around that mantra that Blasters are still somehow not giving enough for what they're giving up, great. I'll agree with you. But you're going to have a hard time convincing me that Blasters as set up are outclassed for pure damage on a team. Go ahead and try, though: I really am open to being convinced of things if you can provide good evidence.
Just so you know, I'm not satisfied with low damage or lack of success. If I'm not clearing a mission in good time (and that changes depending on the mission: I don't like having to pause between mobs much, though), I don't like it. If my TF team is taking too long, I really don't like it, as I have at most 2-2.5 hours of playtime when I'm on. And I hate it if my character takes too long to drop a boss or Elite Boss. All my Blasters have soloed through a huge amount of story arcs, defeating bosses and elite bosses on their own. Even the really annoying ones like Nosferatu (and he was not running like a panzy, believe me) or that have Tier 9 godmodes, etc. This while they're taking on content meant for levels above theirs and for multiple characters (difficulty settings).
I can't stand playing Defenders because they just don't do enough damage. I know their buffs and debuffs do a lot for their teams, and that some can solo with them, but they make me grind my teeth. And I've soloed with Tankers, Scrappers, Stalkers, Brutes, Kheldians, Doms, and even Controllers just fine (once they got their pet).
So... while we're debating, don't think I want to fight everything at -1/x1 and think that's okay (even though the developers are going to probably still say that being able to solo at 0/x1 is the metric for being okay).
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
My regen its an katana/regen, with tough and weave, and if i miss that sapper, i still die. No end = no toggles. Doesnt matter what you have backing it up. You miss, you die.
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A blaster isnt always mez'ed, and even when they are, thier t1 and t2 attacks are still available, and while both may be single target blasts, they are both ranged, and both can hit really hard, even at lower levels. |
Cascading defense failure happens to anything without DDR, its not just a blaster specific thing. |
lets just see how many 'targeted AoE' attacks a scrapper has compared to a blaster. By targeted, i mean ranged, not PBAoE, as in attacks you can use without having to close into melee. going down to the list you got shockwave, lightning rod, throw spines, and shield charge. Thats it, 4 AoE attacks in all of the scrapper primary, and secondary powersets that don't require melee range. |
A blaster, going off the same thing has Fistful of arrows, Explosive arrow, Rain of Arrows, trip mine (debatable really), M30 grenade, flamethrower, full auto, Empty clips, Bullet rain, Piercing Rounds (again, debatable), Ball lightning, Thunderous Blast, Energy torrent, Explosive blast, Fireball, Rain of Fire, Fire Breath, Frost Breath, Ice Storm, Blizzard, Psionic Tornadoa, Electron Haze, Neutron Bomb, Howl, Shockwave, and Siren's Song. Thats 26 different Targeted AoE powers, usable at range, that a blaster has access to. |
Taking your example for throw spines, Fire breath is able equal to it. Throw spines does 100 damage, unslotted, every 12 seconds, with a 1.63 cast time, costing 13 end, at 30ft range with a 90 degree arc. Fire breath does 109.8 damage, every 16 seconds, with a 2.67 cast time, costing 15.2 end, at 40ft with a 30 degree arc. Throw spines is also a level 32 attack, where fire breath is a level 8 attack. |
Using long and narrow cones to maximum effect require tactics and constant positioning. It also involves risk of additional melee attacks as a Blaster will for all intents and purposes be in melee range. Despite the above, hitting 10 targets cannot be expected.
So... what primaries do Blasters need to cherrypick so they'll succeed? I haven't heard of any being bad, and you'll pretty much get a good response for most of the primaries when you ask about it on the Blaster forums. There has been some grousing about Dual Pistols, but that's still debated. My Dual Pistols/EM blaster has been close on the heels of my EM/EM, and I'd be hard pressed to say one is better than the other. And my EM/EM has been really fun and really safe to play.
Or are you talking secondaries? Blasters could definitely use more secondaries, and Devices really deserves a look at, as all the interrupt, long animation, and limited utility powers on a fast moving team (or soloer) really do hurt it. But even then my Archery/Devices had an easy time of it solo and does great on teams. People complain they don't to get to drop anything with all the arrows being tossed around. |
Archery is a bit of an abberation; RoA, Exploding Arrow and Fistful hits, if chained, almost simultaneously defeating some mobs before their retaliation reaches the archer. Combined with a nerfably strong tier 9 (then again, there are many overpowered powers in the game), it is a very solid set both solo and on team (unless fighting robots, CoT spectres and other heavily S/L resistant mobs).
Blasters does indeed need secondaries badly. A mixture of Ice and Mental including at least one AoE control/mitigation power and one AoE damage power would be ideal as far as I'm concerned. Here's hoping it happens sooner rather than later.
You must be lying! After all, everyone knows that Blaster snipes are useless!
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In almost all cases though you'd be better off just walking up to the sapper and hitting it with Total Focus if you have it. It does better damage and animates faster.
So no, they're not completely useless, but if the devs decided to buff them I wouldn't be surprised either.
MA Arcs: Yarmouth 1509 and 58812
Ouch! Such drama for a poor defenseless Scrapper! Your Scrapper is much better off than a Blaster should he also miss and lose endurance. You may still have one or more applications of Divine Avalance running which protects against by far the most Malta attacks, you have significantly more health through Dull Pain which is close to perma slotted and with Hasten even without any global recharge IO-bonuses. You'd have more resistance, more recovery and more regeneration. You will be immune to the 45? sec AoE stun-grenades a Blaster has no defense against and the other stun attacks. You could pop a single blue inspiration, hit MoG and laugh at the Malta. If worst came to worst, you'd still have access to Revive self-rez and basically be good as new. Attempting to portray any Scrapper worse off than a Blaster is laughable.
Being able to use tier one and two while mezzed can be a godsend, but it generally won't save you if you fight anything worthwhile fighting at higher levels and you find yourself without break frees. Melee ATs that depend extensively on defense for mitigation generally have such resistances. Other ATs generally have access to sufficient control and/or buffs/debuffs making the lack of such resistance less of a concern. And Repulsing Torrent, another 10 attacks or so if we include Scrapper epics. A Spines/Fire/Dark Scrapper has access to more ST and AoE attacks (ranged or melee) than he'll know what to do with...and be infinitely more survivable than a Blaster. 4 of those are actually Location AoEs. Siren's Song is mainly a sleep with very poor DPS (only around 33% higher than Fire Cages for Controllers). The old nukes are also very poor DPS and when you consider they also cause a crash, they are extremely poor DPS (but of course DPS is not everything - but it will determine partly how well or fast you can solo). That a ranged/melee AT has more ranged attacks than a melee AT should hardly surprise anyone. What's your point? Wrong. Nothing in the Blaster arsenal compares well, much less equal Throw Spines. Breath of Fire is solid but falls short despite having nothing put damage where as Throw Spines benefit from secondary effects. Buckshot actually comes closer in matching the DPS, but is also inferior - especially considering the AoE is also significantly smaller and the set lacks Aim. Using long and narrow cones to maximum effect require tactics and constant positioning. It also involves risk of additional melee attacks as a Blaster will for all intents and purposes be in melee range. Despite the above, hitting 10 targets cannot be expected. |
Your willing to claim the scrappers epic power pools as added damage through targetted AoEs but you wont claim the blasters added mitigation through thier epic power pools? Sleep greande, flash freeze, LRM rocket, Bonfire, PFF, Force of Nature, all provide enough mitigation for a blaster to be able to kill the prime target, then work on other mobs in a group.
A blaster with Force of Nature running has scrapper level resistance, and mez protection. While still maintaining the higher damage potentional due to both Aim and Build up, and added radius on thier AOEs. How is that any worse off them a scrapper?
Ok, I know there's a level range where scrappers don't have mez resistance, but they spend most of their leveling time with it. And heck, they have resistance in the part of the game that honestly has the majority of the mezzes. So generally speaking it's fairly safe to say that scrappers will pretty much have access to their full attack chain at almost any given time once they get that sheild.
Also FoN has no mez protection. It had it for a bit when the APPs were on the test server but it was removed and has never had mez protection of any sort on the live servers. Just kind of FYI and all. Oh, and you can't actually attack when you have PFF up, so it's kind of useless for providing mitigation while you're taking down the main threat in a group. It's certainly one of those powers that's fantastic when things start going south though.
MA Arcs: Yarmouth 1509 and 58812
Ouch! Such drama for a poor defenseless Scrapper! Your Scrapper is much better off than a Blaster should he also miss and lose endurance. You may still have one or more applications of Divine Avalance running which protects against by far the most Malta attacks, you have significantly more health through Dull Pain which is close to perma slotted and with Hasten even without any global recharge IO-bonuses. You'd have more resistance, more recovery and more regeneration. You will be immune to the 45? sec AoE stun-grenades a Blaster has no defense against and the other stun attacks. You could pop a single blue inspiration, hit MoG and laugh at the Malta. If worst came to worst, you'd still have access to Revive self-rez and basically be good as new. Attempting to portray any Scrapper worse off than a Blaster is laughable.
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Being able to use tier one and two while mezzed can be a godsend, but it generally won't save you if you fight anything worthwhile fighting at higher levels and you find yourself without break frees. |
And Repulsing Torrent, another 10 attacks or so if we include Scrapper epics. A Spines/Fire/Dark Scrapper has access to more ST and AoE attacks (ranged or melee) than he'll know what to do with...and be infinitely more survivable than a Blaster. |
Wrong. Nothing in the Blaster arsenal compares well, much less equal Throw Spines. Breath of Fire is solid but falls short despite having nothing put damage where as Throw Spines benefit from secondary effects. Buckshot actually comes closer in matching the DPS, but is also inferior - especially considering the AoE is also significantly smaller and the set lacks Aim. |
Of course, I don't really think that. Spines Scrappers are nice (I don't really like the look much, but get the appeal looking at the numbers), but they're not the only Scrappers out there, and I don't think the numbers are so "teh uberz" that they're somehow outshining Blasters.
Using long and narrow cones to maximum effect require tactics and constant positioning. It also involves risk of additional melee attacks as a Blaster will for all intents and purposes be in melee range. Despite the above, hitting 10 targets cannot be expected. |
Blasters are inherently incapable of cherrypicking since neither primary nor secondary (not even pools or epics) covers damage and sufficient mitigation. The closest thing in my mind is Fire/Ice though, it comes with very good AoE damage, and good ST damage while also having relatively good mitigation (for a Blaster). It will perform pretty well solo and on teams which is a problem for most/all other combinations which will have to pick a specialty so to speak. Like your Energy/Energy which probably soloes relatively well (for a Blaster), but isn't a great teamer (due to poor AoE and erratic KBs). Even so, a Fire/Ice Blaster would be outgunned on teams by AoE-geared meleeists while these also being (significantly) better (but probably more boring unless you really stack the odds against yourself) soloists.
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Not sure what you mean by poor AOE with my EM/EM, either. A little damage boost + Energy Torrent + Energy Blast means nearly dead or dead mobs (depending on resists and if the procs fire or not). I drop anything that gets KB'd back (if my teammates damage doesn't drop it before I can target it). EM is pretty middle of the road for damage among Blaster AOEs, too... so maybe there is some misapprehension there?
[/quote]Archery is a bit of an abberation; RoA, Exploding Arrow and Fistful hits, if chained, almost simultaneously defeating some mobs before their retaliation reaches the archer. Combined with a nerfably strong tier 9 (then again, there are many overpowered powers in the game), it is a very solid set both solo and on team (unless fighting robots, CoT spectres and other heavily S/L resistant mobs).[/QUOTE]
Archery has nice AOE damage, but I've found that capability with other powersets, too. Not sure it's really "nerfable" either. It has a long animation and doesn't drop a mob on its own, so it's not as strong as other nukes. It IS a great attack, don't get me wrong, but my point is that it's not all roses, either. Been in the game as is for a long time, too, and through a lot of passes Castle has made with the Archery set. Now, Castle can come in here and say he's nerfing it somehow on Monday, but it's not silly good like EM before its reduction, or Shield Charge, etc. I'd be rather surprise if it happened.
Plenty of Blasters can out damage Scrappers, Its a given based on increased radius of the AoE, and sheer range vs melee arguements. Very few blasters will sit in melee and get pounded on, like your run of the mill scrapper would. Your again cherry picking the example and trying to say a blaster would be worse off then a scrapper, when in reality, a blaster is much better at the job. When mez'ed, a scrapper has no way to defend himself. A blaster has both tier 1 and tier 2 attacks in his primary, and the tier 1 attack in his secondary. For a /energy blaster thats power push, which, while mez'ed, can keep bosses out of his face long enough for the mez to drop. Any blaster worth his AT pick knows to slot the t1 and t2 attacks to recharge constantly, so they can have a complete attack chain while mez'ed.
Your willing to claim the scrappers epic power pools as added damage through targetted AoEs but you wont claim the blasters added mitigation through thier epic power pools? Sleep greande, flash freeze, LRM rocket, Bonfire, PFF, Force of Nature, all provide enough mitigation for a blaster to be able to kill the prime target, then work on other mobs in a group. A blaster with Force of Nature running has scrapper level resistance, and mez protection. While still maintaining the higher damage potentional due to both Aim and Build up, and added radius on thier AOEs. How is that any worse off them a scrapper? |
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
Ive made masterminds, Controllers and Corruptors that can get up to or even surpass blaster damage.
And they are alot more surivable.
This is one of the major if not the major disconect between players and Devs.
Devs balance to is it function, do blasters function, yes.
Players view balance as how do you compare with something else.
Do blasters get enough in return for their complete lack of doing anything other than damage, no
Boycott Ncsoft if they close down Coh.
Players view balance as how do you compare with something else.
Do blasters get enough in return for their complete lack of doing anything other than damage, no |
Blasters get a lot in return for their squishiness. The big problem is, you can never get "enough" to compensate the fact that you are squishy (because getting "enough", by its very nature, will make you not squishy). If we premise the AT on the fact that what they do is dangerous and will get them killed without outside help, then we have to accept that they WILL get killed more than other ATs.
That leaves two questions (three really, but two are related):
Do they fall within the acceptable reward generation range?
Are they fun? Do people play them?
They will never be "as good" as any other AT on SOs. As good as you can make some select sets with IOs, there will always be more and more varied sets in other ATs that will be "even more good" with IOs.
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.
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. |
As I said, anyone who thinks a Corruptor is out-damaging a Blaster is hallucinating.
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I was on a farm map with my Fire/Mental Blaster with a Fire/Kin Controller. There were two mobs really close to each other. I told the Fire/Kin.// Ill take the one on the left, you take the one on the right. Everyone else in the group were lowbit SG members he was PL'in. I went in.. EMP PULSE help my mob.. Drain Psyche to help end recovery.. Fireball, Psy Shcokwave, Inferno.. Dead Mob.. Ate a Blue.. turned to the right and FINISHED OFF his Mob...
Fire/kin said to me.. WOW I gotta get one of those.. Dont tell ma Currupturs overall can outdamage blasters.. I have several Corruptors and while there are certain builds that can by and large they do not. I have defenders that can outdamage certain blasters.. but if I build a better blaster it will outdamage that defender every single time. Blasters also have one huge advantage.. Build with Build Up and Aim have a constant self buff to spike their damage. |
Is that supposed to be impressive?
One time I popped a couple warburg nukes on a spawn and they all died. A fire/kin was like "wow, I gotta get one of those". I said, "well you can probably replenish them faster than Airhammer can cycle EMP..."
Anyway, all kidding aside, some blasters are more or less ok (mainly fire and arch) and some blasters aren't. Scrappers and brutes definitely do too much damage given their survivability relative to blasters, many corrs, defs, doms, and trollers do too much damage given their survivability and/or team utility relative to blasters. About the only AT that is probably ok relative to blasters are stalkers.
FWIW if anyone really wants to back up their belief that blasters are fine then get someone to taunt a pylon, I can guarantee you won't beat the best scrapper times, let alone get anywhere near the times Frosticus has posted with MM's and trollers. The latter of which is bordering on ludicrous.
Yes blasters can deal out some good aoe even if we accept that they aren't near the best st damage dealers (though they should be hands down). But they aren't near the best aoe damage dealers either or else they would be used as farmers more often because farmers take the easy mobs and slaughter them en masse, which is what people are saying blasters excel at...
Dark Armor
Electric Armor
Shield Defense
Firey Aura
Electric Armor
Energy Aura
Even Willpower will debuff and taunt.
And Super Reflexes as close as you can come to a pure defense and resistance set brings +20% recharge to the table.