Dual pistols
If you don't like redraw, just mind when you would use the powers. Most of devices powers, for instance, are fire and forget or used before combat, minimizing redraw in combat. Even with Energy Melee, only use or switch to your melee attacks when you have a last mob or two up close to deal with. This means you don't have to redraw until you get to the next mob.
Really, redraw shouldn't be that big a deal on a Blaster... it's a much bigger deal on a Scrapper with a weapon set paired with Regen, when you probably will need to use your secondary more in combat, interspersed with your attacks.
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
If you don't like redraw, just mind when you would use the powers. Most of devices powers, for instance, are fire and forget or used before combat, minimizing redraw in combat. Even with Energy Melee, only use or switch to your melee attacks when you have a last mob or two up close to deal with. This means you don't have to redraw until you get to the next mob.
Really, redraw shouldn't be that big a deal on a Blaster... it's a much bigger deal on a Scrapper with a weapon set paired with Regen, when you probably will need to use your secondary more in combat, interspersed with your attacks. |
Ehh ? I think devices is the only set where you could begin to say redraw isn't problematic and then only if you don't use the immob grenade and caltrops before the action starts.
Not sure what confused you. I mentioned most of Devices are toggles, so they're "fire and forget." The rest are best used before combat, as Trip Mines, Gun Drone, Smoke Grenade, etc., are a bit hard to set up mid combat. Even Cal trops is going to help more before combat. So you shouldn't have many redraw problems... especially if it bugs you.
And really, other sets are going to work better in a chain anyway, as I mentioned with Energy Melee. Especially (again) if you don't like redraw.
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
Ehh ? I think devices is the only set where you could begin to say redraw isn't problematic and then only if you don't use the immob grenade and caltrops before the action starts.
|
If you're randomly shifting between blasts and punches, then yes, I can see where redraw would start to cause an issue, but I can't think of an instance where that would be an issue.
When solo, I target an enemy in the back of the group, move so that at least one other enemy blocks him, Piercing Rounds, Rain of Bullets, and then maybe use one or two single target blasts to finish the group. When I miss too many times, something may get in my face. If that happens, I Power Thrust him away, pull out the guns while he's still in the air, and resume shooting.
When on a team, I use similar tactics, but I don't line up PR as carefully, and I use the two AoEs while running in. Once in melee range, I hit Hail of Bullets, and back up, firing ranged attacks at the same time. If something gets in my face, a one-two punch from Bone Smasher and Energy Punch will usually finish it off, and if not, Power Thrust sends it away and the guns come back out. When I get a couple more levels, I'll add a Total Focus to Bosses that get too close.
I can't speak for all other secondaries, but I'm pretty sure that any except Devices could easily run a similar strategy, though Fire and Ice would lack the Knockback option, and Electric only has a Chance to KB, not a guarantee.
Like Grey Pilgrim said, redraw is nowhere near as bad for a blaster as it is for a melee character, because the Blaster is usually only using their Primary or their Secondary at any given time, while the melee character is always using both.
@Roderick
How anyone can say redraw isn't an issue when it shaved valuable time off Build Up powers puzzles me. Unlike all the other sets, as a Dual Pistol pays a redraw toll often:
~ You pay the redraw toll every time you hit build up.
~ You pay the redraw toll every time you use you ranged immobilize.
~ You pay the redraw toll anytime you want to use a melee attack for snap mitigation or you just want to dart in and make an attack of opportunity because a boss is controlled or stuck to a Brute/Tank.
~ You pay the redraw toll every time you use one of your secondary controls like Lightning Clap or Ice Patch.
~ You pay the redraw toll every time you work in one of the big secondary AoEs like Psychic Scream. And if you are MM and you aren't using Psychic Scream when it's up you are missing out.
Maybe this wouldn't be so bad if the animation times of the higher tier Dual Pistol powers weren't so ridiculously long, or if the AoEs weren't all DoT style deliveries that had you standing there the entire time exaggerating the long animation effect.
Maybe this wouldn't be so bad if the set's third single target damage power didn't have a 2.57 second animation a majority of which is you standing there motionless pointing a gun.
If Dual Pistols was a decent set I could see the argument that the redraw was an appropriate trade off, but... it's not.
Can I revamp my play style to only deliver secondary effects in their own bursts to minimize the redraw? Sure. Should I have to be limited in this way? Questionable, especially for a set that is pretty subpar.
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
If you think the animations are too long, then don't take Dual Pistols. Take something else if you dont want to stand there looking awesome. Fine with me.
Maybe this wouldn't be so bad if the animation times of the higher tier Dual Pistol powers weren't so ridiculously long, or if the AoEs weren't all DoT style deliveries that had you standing there the entire time exaggerating the long animation effect.
|
I suspect redraw is more an annoyance, and the long animation times in general are responsible for the low DPA. And it's not like it's not a problem every AR and Archery Blaster has to deal with as well.
BTW, the reason none of the Secondaries let you keep the guns out is that the Secondary would have to FORCE you to keep the guns out. There is no way to have one animation with guns drawn, and another without. So a hypothetical Pistols Secondary would force you to draw the guns, even for powers that did not use them. (Like Build Up, or a martial arts-style kick with the guns drawn)
~ You pay the redraw toll every time you work in one of the big secondary AoEs like Psychic Scream. And if you are MM and you aren't using Psychic Scream when it's up you are missing out.
|
The animation is damn slow, damage is poor and the redraw after it is a pain.
I just regret I made my dual pistols mental... It gets me mental lol
Hope I can reroll him with martial secondary when I19 is out lol
How anyone can say redraw isn't an issue when it shaved valuable time off Build Up powers puzzles me.
|
Unlike all the other sets, as a Dual Pistol pays a redraw toll often: |
~ You pay the redraw toll every time you hit build up. |
~ You pay the redraw toll every time you use you ranged immobilize. |
~ You pay the redraw toll anytime you want to use a melee attack for snap mitigation or you just want to dart in and make an attack of opportunity because a boss is controlled or stuck to a Brute/Tank. |
~ You pay the redraw toll every time you use one of your secondary controls like Lightning Clap or Ice Patch. |
~ You pay the redraw toll every time you work in one of the big secondary AoEs like Psychic Scream. And if you are MM and you aren't using Psychic Scream when it's up you are missing out. |
Maybe this wouldn't be so bad if the animation times of the higher tier Dual Pistol powers weren't so ridiculously long, or if the AoEs weren't all DoT style deliveries that had you standing there the entire time exaggerating the long animation effect. |
DP: Shortest Animation: 1s, Longest Animation: 2.57s
Archery: Shortest: 1s, Longest: 1.83s
Assault Rifle: Shortest: 1s, Longest: 2.33s
Electric: Shortest: 1s, Longest: 2.17s
Energy: Shortest: 1s, Longest: 1.67
Fire: Shortest: 1s, Longest: 2.67s
Ice: Shortest: 1s, Longest: 2.67s
Psi: Shortest: 1s, Longest 2.37s
Rad: Shortest: 1s, Longest: 2.37s
Sonic: Shortest: 1s, Longest: 2.67s
The cast times are all in a 1-3 second range for all attacks, and DP are NOT the longest attacks. The DoTs are quick-resolving, just like Fire, and it's never had a problem with its damage being in DoTs rather than a single amount.
Maybe this wouldn't be so bad if the set's third single target damage power didn't have a 2.57 second animation a majority of which is you standing there motionless pointing a gun. |
If Dual Pistols was a decent set I could see the argument that the redraw was an appropriate trade off, but... it's not. |
Can I revamp my play style to only deliver secondary effects in their own bursts to minimize the redraw? |
Sure. Should I have to be limited in this way? |
Questionable, especially for a set that is pretty subpar. |
@Roderick
Redraw is only an issue for someone trying to maximize their DPS. Any attempt to max your DPS is doomed to failure anyways, unless you're toe-to-toe with an AV or pylon. So the fraction of a second lost to redraw really doesn't matter that much in the grand scheme of things.
|
Because neither Archery nor Assault Rifle have to worry about redraw, right? |
Archery recently had its animation times decreased a lot to bring it up to par. Assault Rifle has a lot of advantages DP doesn't. One obvious thing is both of these sets have a nuke that can be launched at longer range.
But yes, redraw is an issue for these sets as well. They just aren't as... bad as DP in addition to having redraw. At least not anymore.
All your next comments aim to downplay each redraw instance individually. This does not address my point which is that in total redraw is an disadvantage that crops up constantly in small bits, and DP isn't a strong enough set to warrant it like Archery. I don't have as much experience with Assault Rifle, so if people claim it is as bad as DP then great I am on board with fixing that as well.
*Not counting Pet summons, Snipes or Nukes DP: Shortest Animation: 1s, Longest Animation: 2.57s Archery: Shortest: 1s, Longest: 1.83s Assault Rifle: Shortest: 1s, Longest: 2.33s Electric: Shortest: 1s, Longest: 2.17s Energy: Shortest: 1s, Longest: 1.67 Fire: Shortest: 1s, Longest: 2.67s Ice: Shortest: 1s, Longest: 2.67s Psi: Shortest: 1s, Longest 2.37s Rad: Shortest: 1s, Longest: 2.37s Sonic: Shortest: 1s, Longest: 2.67s The cast times are all in a 1-3 second range for all attacks, and DP are NOT the longest attacks. The DoTs are quick-resolving, just like Fire, and it's never had a problem with its damage being in DoTs rather than a single amount. |
Executioner's Shot is about 0.5s longer than most other T3 blasts (except Fire which is much faster), and does comparable or slightly less damage than the others (except Fire which does much more). And not all sets GET a T3 blast. Don't forget that DP can also get Piercing Rounds, effectively giving it FOUR single target blasts. |
Whether or not it's a "decent set" is not quantifiable; it's a matter of perception. I'm finding myself going through missions dealing damage plenty fast enough, after all, I'm still a blaster. |
Are you telling me that you don't revamp your playstyle for each new character you play; that every character you make plays exactly the same as each other? |
Yes, except that it's NOT a limitation. Each set should be played to its strengths, and each set's strengths are different from each others'. If you don't like the play style, don't play it. |
Just because you don't like it, doesn't mean its bad. |
Now, to be fair DP has some advantages. Like other weapon sets the nuke has no crash. For Archery and Assault Rifle that is an awesome advantage. For Dual Pistols is pretty cool except for that whole PBAoE thing.
Also, because it has several effects on each attack, you can leverage other sets. I find this particularly useful for the Targeted AoE attacks which as a rule have bad sets available. Being able to slot 4 Slow IOs and 2 Damage is actually useful.
But beyond that? It's pretty bad.
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
I cant wait to respec and get psychic scream outta my build.
The animation is damn slow, damage is poor and the redraw after it is a pain. I just regret I made my dual pistols mental... It gets me mental lol Hope I can reroll him with martial secondary when I19 is out lol |
In addition it's not S/L and provides a substantial recharge reduction.
It's an excellent AoE for a primary set; it's the *only* ranged AoE for a secondary set. It's value isn't in taking it instead of Empty Clips and Bullet Rain, it's value is taking it in addition.
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
If redraw bugs you so much, the "quick-draw" work around still exists. Hard to explain without breaking into steps, but what the hell.
You've thrown an Energy Punch and your other melee abilities are on cooldown, so naturally you go for your pistols. Before doing so, ESC - click ability - auto-targets nearest - mid-animation, at any time your character begins it, click the ability a second time:
Quick-draw, snip down animation time.
Yes, it's situational, and it's potentially a lot more to think about. But it -does- cutdown redraw -considerably- once you get the hang of it. Works the same for the Staves and makes a massive impact on hit delivery time, which is a big deal since you're usually going for a quicker kill if you're resorting to them.
The trick is to already be in the middle of the draw animation before the red cue graphic is placed on your intended attack. Clicking a power without a target does not actually cue the attack, it just acts as a primary and a means to auto-target the closest enemy.
With that in mind, if you're conscious about your positioning and that of your enemy, it's entirely possible to go through multiple pulls losing much less time on redraw (I won't say losing -zero- time, because the factor of human error is significant if you start getting into fractions of a second).
Moonlighter: Something from my post that you completely ignored: Redraw is only an issue if you're trying to max out your DPS.
The game is neither built nor balanced around maxed out builds. Break out your spreadsheets all you want, they don't matter. If they focus on high-end build, then it's not what the devs look at.
Also, something else that you're missing: Not everyone plays to have a twinked out, AV-destroying monster on every character. Max DPS is not the be-all and end-all of what makes a good set.
Yes, fire does MASSIVELY outdamage Dual Pistols. It does the same to every other set too. But when you've got a face full of enemies, is Fire going to Energy Torrent the crit-happy Council bosses away from you? Is it going to Tesla Cage the Sapper? No, it's going to try to burn them to death before they can kill you.
I solo. A lot. Easily 90% of the time or more. I love blasters. I currently have three, an Elec/Energy, a Fire/Fire, and a DP/Energy. All are moderately IOed out. You know which solos the best? The Pistol blaster.
The electric blaster is pretty much unkillable. But in order to achieve this, he's sacrificed a lot of his damage output, so he barely solos faster than a defender or a corruptor would.
The fire blaster outdamages the pistol blaster by an order of magnitude, easily. Or rather, he would, if he could keep his face off the floor.
The Pistol blaster can clear a +2x1 spawn with three shots, four if there's a Lt in the group. When he misses, and the enemies fight back, he can survive through sources of mitigation that the fire blaster doesn't have.
But you're not going to listen to this anyways. You're just going to treat it like everything else you've responded to and say "It doesn't matter because it does LESS DAMAGE". You're right. It does. But it doesn't matter in the vast majority of instances that the set is used. The sets are balanced around more than just the animation time and damage that you're obsessing over. And when it's all said and done, it boils down to one thing: It's highly unlikely that you play all the sets in the game, so you need to pick the ones you like best. If you don't like Dual Pistols, don't play it.
I am not a fan personally of adopting the "well don't play it" stance to game balance but if that's your real feeling why are you responding to balance posts? |
@Roderick
Not sure what confused you. I mentioned most of Devices are toggles, so they're "fire and forget." The rest are best used before combat, as Trip Mines, Gun Drone, Smoke Grenade, etc., are a bit hard to set up mid combat. Even Cal trops is going to help more before combat. So you shouldn't have many redraw problems... especially if it bugs you.
And really, other sets are going to work better in a chain anyway, as I mentioned with Energy Melee. Especially (again) if you don't like redraw. |
Even, it is still a bit problematic if you need to immobilize enemies that are trying to close to melee range.
I'm Pistols/Energy and I can assure you, redraw isn't an issue at all.
If you're randomly shifting between blasts and punches, then yes, I can see where redraw would start to cause an issue, but I can't think of an instance where that would be an issue. When solo, I target an enemy in the back of the group, move so that at least one other enemy blocks him, Piercing Rounds, Rain of Bullets, and then maybe use one or two single target blasts to finish the group. When I miss too many times, something may get in my face. If that happens, I Power Thrust him away, pull out the guns while he's still in the air, and resume shooting. When on a team, I use similar tactics, but I don't line up PR as carefully, and I use the two AoEs while running in. Once in melee range, I hit Hail of Bullets, and back up, firing ranged attacks at the same time. If something gets in my face, a one-two punch from Bone Smasher and Energy Punch will usually finish it off, and if not, Power Thrust sends it away and the guns come back out. When I get a couple more levels, I'll add a Total Focus to Bosses that get too close. I can't speak for all other secondaries, but I'm pretty sure that any except Devices could easily run a similar strategy, though Fire and Ice would lack the Knockback option, and Electric only has a Chance to KB, not a guarantee. Like Grey Pilgrim said, redraw is nowhere near as bad for a blaster as it is for a melee character, because the Blaster is usually only using their Primary or their Secondary at any given time, while the melee character is always using both. |
DP/EM vs Any Non Weapon Primary/EM
BU->Redraw->Weapon fire
Boost range, power boost, conserve power all incur the weapon redraw penaly.
The case with any other secondary.
Using the ranged immobs, any of the attacks or utility powers incur the redraw penalty.
Subdual, Chillblain, Electric Fence, Ring of fire, burn, shiver, ice sword etc all incur the penalty
Just about everything in the Ancillary or Patron pools also incurs the redraw penalty.
In the example used of having enemies close to within melee range, as long as you have only one the redraw is not an issue, the second there is more than one , you have to deal with redraw to use your primary.
Because you are willing to ignore it doesn't mean it's not an issue. Just play Dual Pistols after playing Fire or Elec.
|
Still, it doesn't make or break a character. If it did, there wouldn't be Scrapper champions running around with Broadsword/Regens, which I guarantee you has to redraw more than any Blaster really does.
Archery recently had its animation times decreased a lot to bring it up to par. Assault Rifle has a lot of advantages DP doesn't. One obvious thing is both of these sets have a nuke that can be launched at longer range. |
HoB received a complete unheard of buff when it gives you a defense buff during its animation, mostly to address people talking about the disadvantage of having to go into combat with it. You can argue for more damage being needed there, but I think the disadvantage of getting up close is gone. I do wish my other Blaster nukes that get used up close had the same buff.
But yes, redraw is an issue for these sets as well. They just aren't as... bad as DP in addition to having redraw. At least not anymore. |
You are really equating Fire and DP because Fire has a 2.67 animation attack in it? |
I don't really count the ability to purchase another crappy attack with a long animation an advantage. |
Umbral's suggestion in another thread (don't think I'm misquoting you, Umbral) was to up the damage/endurance/recharge to help it out. Probably the best route to take with this.
No, you can do decent comparisons. The scrapper board has been doing it for years; figure the DPA of attacks, string together chains, compare AoE options, and look at utility. It's how MA got fixed as well as a variety of melee sets. I don't have my spreadsheets here, and I don't have blaster data loaded into any DPA spreadsheets but if I get a chance I'll start working on them and we can have a look. |
Um, no. I am saying that claiming redraw is fine because you can accept less versatility in your secondary to minimize it isn't a good argument that it's not a factor in game play. |
It really shouldn't and doesn't have a huge impact on performance, however. Otherwise Werner and other lovers of Broadsword couldn't do the insane stuff they do on their Scrappers. Blasters have to deal with redraw even less than they do.
I believe I said devices was about the only set where redraw is not an issue. " I think devices is the only set where you could begin to say redraw isn't problematic"
Even, it is still a bit problematic if you need to immobilize enemies that are trying to close to melee range. |
I would love to have a redraw workaround, though. I don't think it's nice having to redraw to use your secondary at all, but that's how the game works now. It'd be nice to shoot a webnade from your bow or assault rifle, but I think that would take more behind the scenes work than they'd allow for the problem.
DP/EM vs Any Non Weapon Primary/EM BU->Redraw->Weapon fire Boost range, power boost, conserve power all incur the weapon redraw penaly. The case with any other secondary. Using the ranged immobs, any of the attacks or utility powers incur the redraw penalty. Subdual, Chillblain, Electric Fence, Ring of fire, burn, shiver, ice sword etc all incur the penalty Just about everything in the Ancillary or Patron pools also incurs the redraw penalty. In the example used of having enemies close to within melee range, as long as you have only one the redraw is not an issue, the second there is more than one , you have to deal with redraw to use your primary. |
Until then, there are ways to avoid it and live with it. If they're not enough, people are better off avoiding them. *shrugs* I don't like that, but that's the way it is. In the meantime, I'll try to remind people that redraw isn't THAT long, and that a Blaster can certainly try to chain things so they don't have to worry about it too much.
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
Moonlighter: Something from my post that you completely ignored: Redraw is only an issue if you're trying to max out your DPS.
|
What I am refuting is the original statement that:
"I'm Pistols/Energy and I can assure you, redraw isn't an issue at all."
It is. It makes using a lot of secondaries more expensive.
The issue of balance comes up only because I am pointing out that overall DP doesn't have advantages that make it better than other sets like Elec or Fire to compensate for redraw. Archery, on the other hand, is a really good set and one could argue it is balanced with redraw in mind.
I am not talking about max DPS builds, grouping builds, or end game builds with extreme survivability. Those are actually affected less by redraw because they can concentrate on the DP primary in most of their job functions.
I am saying that the very builds you are championing, the middle level solo builds, are the builds most likely to need fast mitigating or extra DPS from using secondary powers and thus are affected most by redraw.
This issue is compounded by long animations for the later single target attack and Bullet Rain.
I am also not claiming the DP should do Fire level damage. Never said that. I am making comparisons to Elec and Archery however since those seem like sets that should provide comparible utility and damage. Archery is just better than DP, and Elec is comparible but doesn't have redraw. That's all I am saying.
I am also not particularly enticed with you claiming DP has so much more survivability than Fire and use as an example a Fire/Fire which is a damage heavy, mitigation light secondary. I like your comparisons to Elec much better.
As for mitigation, Dual Pistols with Fire ammo has only one single target mitigation power. To get the inconsistent knock down mitigation you are talking about (or to go to the less effective Toxic ammo) you are giving up you best damage option which itself isn't better than comparible sets.
But you're not going to listen to this anyways. |
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
I'm playing a Dual Pistols/Energy Blaster at the same time as an Energy/Energy Blaster. I have an E^3 Blaster, and AR/EM, and an Arch/Dev, all at 50. For the weapon users, I don't notice the redraw much as I follow what I said above: use things in chains. Redraw is all of a second and not that big a deal. I'll love it when BAB finds a way to get rid of it (I was under the impression he thought he found a solution, but then found some way that it did not work).
Still, it doesn't make or break a character. If it did, there wouldn't be Scrapper champions running around with Broadsword/Regens, which I guarantee you has to redraw more than any Blaster really does. |
Just shortening this all down. Everyone knows about redraw. It's there, and an unfortunate shortcoming of the game's engine, but it's here to stay until a workaround is found. You can certainly argue for a buff to Dual Pistols, but you can't do so from the basis of redraw. |
"I'm Pistols/Energy and I can assure you, redraw isn't an issue at all."
I feel that's a misleading statement.
My statements about performance of the set as a whole was just to further explain that I don't feel the set was balanced with redraw in mind, and I feel those redraw issues are exaggerated by long animations.
If I was going to suggest actual fixes to the set they would be:
~ Piercing Rounds always does the -Resist so people don't have to ammo dance.
~ Executioner's Shot has a shortened animation since most of it is standing still while aiming your gun.
I hate the throw-my-guns-in-the-air animation of Piercing and would like an alternate animation, but that's not a balance concern.
My biggest beef with Piercing Rounds is not the animation (though I know some don't like the look as well), but that the -resist is only present in one ammo type. I think it should be around for all of them, personally. Lethal rounds are still going to have the advantage of doing KB to help your mitigation. As for Executioner's Shot, the only way it's not on par with other T3 Blasts is the animation, which is actually the same as Sonic's T3 blast. I think you can make the argument for shortening it (I have myself), but it hasn't happened. Probably because it's hard to make the current animation work in a shorter time period. |
Umbral's suggestion in another thread (don't think I'm misquoting you, Umbral) was to up the damage/endurance/recharge to help it out. Probably the best route to take 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
I am refuting the post way back when that says:
"I'm Pistols/Energy and I can assure you, redraw isn't an issue at all." I feel that's a misleading statement. |
My Dual Pistols/Energy blaster has never suffered any inconvenience nor reduction in performance due to redraw, and I did not have to change my playstyle in any way to accomplish it.
Does that make you happier?
@Roderick
I don't really think it's that misleading, either. It might if you come to the discussion with the opening that there is a "redraw toll" to weapon sets, so you might have reacted to it as being misleading. Taking it from my angle, I usually only switch to my Blaster's secondary before a fight or when I really need to in the middle of a fight. With most secondaries paired with a weapon primary, redraw just isn't that much of an issue unless you absolutely hate hate hate redraw and want to randomly use your secondary whenever.
For me, it's just part of the strategic scenario. "What's the next best power to use?" For a Blaster, I want to attack, attack, and attack again. I will use positioning and my secondary to help this, but I lean on my primary first and foremost, as it's usually in a Blaster's best interest to kill it with fire fast. I don't ignore my secondary by any means, but my primary really is that for my Blasters.
Glad we got it all cleared up though... heh. More discussing than it really needed to be, but that's what happens when we confuse each other.
For what it's worth, I don't mind redraw that much, but I do avoid it when I can. Most of my melee weapon users have a paired powerset that won't require me to use it much (my Regen Scrapper is MA, for instance, and I wouldn't want to pair Fiery Aura with a weapon set). Hopefully a fix will come down the pipe, as we should have to redraw our weapon when we use a lot of secondary powers.
Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
Story Arc: Belated Justice, #88003
Synopsis: Explore the fine line between justice and vengeance as you help a hero of Talos Island bring his friend's murderer to justice.
Grey Pilgrim: Fire/Fire Tanker (50), Victory
Or they could fix redraw my idea for weapon sets is make a toggle you have to activate to have weapons out this toggle would cost no endurance of course. No idea if this can be implemented but would solve lots of redraw issues.
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
Do any of the secondary sets allow you to keep the guns out?