High End Slotting for (DP) Blasters in endgame


Angelxman81

 

Posted

In my other thread on 'How bad is Dual Pistols?" a lot of people chimed in and a thought came to me as my Dual Pistols blaster is the highest leveled blaster I've ever had.

I've been thinking about making this post but thought it was a bit off topic and I am not too certain it's a 'Dual Pistols' question only.....

I'm going to confess that I've never leveled a blaster to 50! So I'm hoping for -honest- opinion about this from folks that have taken a few different AT's to 50.

So my question is: If you do a 'decent' job of IO slotting, does the blaster ever become truly... 'heroic' or 'epic' in any sort of way?

Why I ask is I have scrappers and brutes at 50, and even before they get to IO land, it's a really cool thing to see because you start becoming... amazing as a character!

I've stalled out a bit with my blaster in 30's. Is this the way it will be regardless of IO build?

The Dual Pistol blaster is the funnest I've had but I still have to run, and pull like crazy, and I feel like (soloing) I am quite often losing health.

I've just come to the realization that I can really only make one character "good" (I can't afford the purps or ham IO's.) And my scrappers are extremely 'good' and with the proper IO slotting they become something.... really special. Able to take on +3 missions and deal amazing damage....

Does this ever happen to a blaster? With IO's?

I'm just curious because someone in my DP thread said something to the effect of, 'I find slotting blasters much funner than end game scrappers.' I thought that was really odd, because I know the 'feel' of my scrapper once he just starts getting a taste of IO's is... well, impressive.

Can the same be said for blasters?

I guess as I type this I realize maybe the real question is: Do blasters get the same -power- from IO'ing as a scrapper does?

I know when I IO my scrapper I start taking on much uglier stuff, killing it faster, doing insane damage output, and also withstanding severe situations that wouldn't be possible otherwise.

What does IO'ing give a blaster? Is it even 'worth' doing?

I'm asking because I really don't know. I know blasters are supposed to be the damage output AT of the game, but I don't get that sense.... in late game it feels more... fleeting, and 'kiting' than anything else. Am I wrong? Can IO's bring a sense of 'awesomeness' to a blaster?

I'd appreciate some honest opinions about this. It seems imbalanced to me, but again, I don't have a single 50 blaster. I don't even know what you're really looking for as a blaster in the IO department, but I do know at current pricing, I can't realistically go to town IO'ing a scrapper and a blaster at the same time.

Just curious what you folks think?


Nekron: Beam Rifle / Poison Corruptor and Slayer of Evil!! (Exalted)
Intergalaktic: Fire / Time Corruptor (Exalted)

 

Posted

here's my take on all this...i skimmed most of your other thread and i agree DP is fun and functional, but not the best at anything.

i also lack a lvl 50 blaster, but the vast majority of my toons are support/ranged so im used to have little or res/def or mez prot

here's why i think people feel the effect of IOs more on blasters vs say scrappers...set bonuses as a whole improve overall survivability. melee classes already have a lot of this b/c of armor pools and mez protection. blasters can get some of via power pools and their APPs but without IOs they are still quite fragile.

getting those crazy high defenses to s/l/range on a AT thats generally has little/no sort of defenses makes the impact much higher.

ive seen this kind of improvement in my own toons. my 2 main are a stone/wp brute and elec/kin corr. the brute was soloing from day one..tanking with moderate IOS...and now with his finished build he's nigh invincible in all but the most extreme cases. the much more fragile corr did amazing dmg, had little mitigation...was always getting thrashed b/c everything hit..hard, not including getting mez-locked vs everything. adding various pools and LOTS of IOs ive softcapped his s/l and he has decent ranged def...its like playing an entire new toon b/c i no longer have to live in fear b/c i know if i can live thru the alpha im almost guaranteed victory. i pop inspirations occasionally..not like an addict


@Injenius~Virtue
Stonefather - 50 Stone/WP/Soul brute
Sable Affliction - Earth/Dark/Fire Dom
Wild Cipher - Beast/Time MM

 

Posted

I think a dual pistols character never going to be as awesome as a fire or energy blaster, because dual pistols is underpowered.
The set cries for a damage buff, overall damage, better buffs in the ammos or whatever but the way it is now, is weak.
I love the animations, the ammo change, the weapon customization but is underpowered and thats a reality.


 

Posted

I think DP is underpowered when compared to other ATs (and other Blasters), but I enjoy the set. I am planning to build out my second build and see if that provides some more survivability. Here are my 2 planned build, which might give you some IO ideas for your DP blaster.

My first build is a concept build trying to stay all natural with the exception of travel powers.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Lockpick: Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Energy Manipulation
Power Pool: Speed
Power Pool: Flight
Power Pool: Medicine
Power Pool: Concealment
Ancillary Pool: Munitions Mastery

Hero Profile:
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(40)
Level 1: Power Thrust -- Acc-I(A)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(40)
Level 4: Build Up -- RechRdx-I(A), RechRdx-I(50)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7), RechRdx-I(7)
Level 8: Swap Ammo
Level 10: Empty Clips -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(36), Achilles-ResDeb%(43)
Level 12: Bullet Rain -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(23), Posi-Acc/Dmg/EndRdx(29), HO:Centri(43)
Level 14: Suppressive Fire -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(15), BasGaze-Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(29), BasGaze-Slow%(37)
Level 16: Super Speed -- Zephyr-ResKB(A)
Level 18: Executioner's Shot -- Apoc-Dmg(A), Apoc-Dmg/Rchg(19), Apoc-Acc/Dmg/Rchg(19), Apoc-Acc/Rchg(21), Apoc-Dmg/EndRdx(21), HO:Centri(46)
Level 20: Fly -- Zephyr-ResKB(A)
Level 22: Stimulant -- EndRdx-I(A)
Level 24: Aid Self -- Dct'dW-Rchg(A), Dct'dW-Heal(25), Dct'dW-Heal/EndRdx(25), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(34)
Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31), HO:Centri(46)
Level 28: Power Boost -- RechRdx-I(A)
Level 30: Stealth -- LkGmblr-Rchg+(A)
Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Boost Range -- RechRdx-I(A)
Level 38: Total Focus -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(39), Hectmb-Acc/Dmg/Rchg(39), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(40)
Level 41: Cryo Freeze Ray -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(42), BasGaze-Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42), BasGaze-Slow%(43)
Level 44: Sleep Grenade -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(45), FtnHyp-Acc/Sleep/Rchg(45), FtnHyp-Acc/Rchg(45), FtnHyp-Sleep/EndRdx(46)
Level 47: LRM Rocket -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(48), Ragnrk-Acc/Dmg/Rchg(48), Ragnrk-Acc/Rchg(48), Ragnrk-Dmg/EndRdx(50)
Level 49: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
------------
Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 8: Chemical Ammunition
Level 8: Incendiary Ammunition
Level 8: Cryo Ammunition
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(37), Mrcl-Rcvry+(37)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), EndMod-I(17)
------------
Set Bonus Totals:

  • 7% DamageBuff(Smashing)
  • 7% DamageBuff(Lethal)
  • 7% DamageBuff(Fire)
  • 7% DamageBuff(Cold)
  • 7% DamageBuff(Energy)
  • 7% DamageBuff(Negative)
  • 7% DamageBuff(Toxic)
  • 7% DamageBuff(Psionic)
  • 1.875% Defense(Smashing)
  • 1.875% Defense(Lethal)
  • 12.5% Defense(Energy)
  • 12.5% Defense(Negative)
  • 3.75% Defense(Melee)
  • 10% Defense(Ranged)
  • 95% Enhancement(Accuracy)
  • 4% Enhancement(Heal)
  • 91.25% Enhancement(RechargeTime)
  • 13% FlySpeed
  • 36.14 HP (2.999%) HitPoints
  • 13% JumpHeight
  • 13% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Confused) 10%
  • MezResist(Held) 10%
  • MezResist(Immobilize) 10%
  • MezResist(Sleep) 10%
  • MezResist(Stun) 12.2%
  • MezResist(Terrorized) 12.2%
  • 27.5% (0.459 End/sec) Recovery
  • 16% (0.805 HP/sec) Regeneration
  • 13.55% Resistance(Fire)
  • 13.55% Resistance(Cold)
  • 13% RunSpeed




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My 2nd build will be built for defense. I have no idea how this build will perform, but we will see.

Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/

Click this DataLink to open the build!

Lockpick 2: Level 50 Natural Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Energy Manipulation
Power Pool: Fighting
Power Pool: Speed
Power Pool: Medicine
Power Pool: Flight
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Pistols -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(34)
Level 1: Power Thrust -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(46), KntkC'bat-Dmg/Rchg(46), KntkC'bat-Dmg/EndRdx/Rchg(48)
Level 2: Dual Wield -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(36)
Level 4: Build Up -- RechRdx-I(A)
Level 6: Swap Ammo
Level 8: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(15)
Level 10: Hasten -- RechRdx-I(A), RechRdx-I(11), RechRdx-I(11)
Level 12: Suppressive Fire -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(13), BasGaze-Rchg/Hold(13), BasGaze-EndRdx/Rchg/Hold(15), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 14: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(37), GA-3defTpProc(43)
Level 16: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(48)
Level 18: Executioner's Shot -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(36)
Level 20: Stimulant -- EndRdx-I(A)
Level 22: Aid Self -- Numna-Heal/EndRdx(A), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(23)
Level 24: Conserve Power -- RechRdx-I(A)
Level 26: Piercing Rounds -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(29), Posi-Acc/Dmg/EndRdx(29)
Level 28: Power Boost -- RechRdx-I(A)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(31), LkGmblr-Def/EndRdx/Rchg(31)
Level 32: Hail of Bullets -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
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), Hectmb-Acc/Dmg/Rchg(40), Hectmb-Acc/Rchg(40)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), LkGmblr-Def(42), LkGmblr-Def/EndRdx(42), LkGmblr-Def/EndRdx/Rchg(42)
Level 44: Stun -- Amaze-Stun(A), Amaze-Stun/Rchg(45), Amaze-Acc/Stun/Rchg(45), Amaze-Acc/Rchg(45), Amaze-EndRdx/Stun(46)
Level 47: Fly -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(48)
Level 49: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(50), KntkC'bat-Dmg/Rchg(50), KntkC'bat-Dmg/EndRdx/Rchg(50)
------------
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 6: Chemical Ammunition
Level 6: Incendiary Ammunition
Level 6: Cryo Ammunition
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), RgnTis-Regen+(43), Mrcl-Rcvry+(43)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(17), EndMod-I(17)
------------
Set Bonus Totals:
  • 3% DamageBuff(Smashing)
  • 3% DamageBuff(Lethal)
  • 3% DamageBuff(Fire)
  • 3% DamageBuff(Cold)
  • 3% DamageBuff(Energy)
  • 3% DamageBuff(Negative)
  • 3% DamageBuff(Toxic)
  • 3% DamageBuff(Psionic)
  • 26.63% Defense(Smashing)
  • 26.63% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 21% Defense(Energy)
  • 21% Defense(Negative)
  • 6% Defense(Psionic)
  • 19.13% Defense(Melee)
  • 21% Defense(Ranged)
  • 6% Defense(AoE)
  • 72% Enhancement(Accuracy)
  • 43.75% Enhancement(RechargeTime)
  • 17% FlySpeed
  • 140.05 HP (11.62%) HitPoints
  • 17% JumpHeight
  • 17% JumpSpeed
  • Knockback (Mag -12)
  • Knockup (Mag -12)
  • MezResist(Confused) 5%
  • MezResist(Held) 5%
  • MezResist(Immobilize) 18.75%
  • MezResist(Sleep) 5%
  • MezResist(Stun) 7.2%
  • MezResist(Terrorized) 5%
  • 20% (0.334 End/sec) Recovery
  • 32% (1.61 HP/sec) Regeneration
  • 4.095% Resistance(Fire)
  • 4.095% Resistance(Cold)
  • 17% RunSpeed




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@ThrillKiller

 

Posted

Quote:
Originally Posted by Angelxman81 View Post
I love the animations, the ammo change, the weapon customization but is underpowered and thats a reality.
*sigh* No, it isn't. Go look up the values at City of Data. Overall, it's about the same level as Sonic Attack, just with KB/extra DoT/minor slow/slightly lowered monster damage instead of the -res (which is all that gives Sonic its edge). The only power that is actually weak is Empty Clips with its 2.5s activation time (.17 slower than the weaker Howl cone of Sonic, but a full 1.33s & 1.6s slower than the equal-damage Fistful of Arrows & Buckshot), though it's more balanced if you take into account Swap Ammo.


 

Posted

Quote:
Originally Posted by _Elektro_ View Post
So my question is: If you do a 'decent' job of IO slotting, does the blaster ever become truly... 'heroic' or 'epic' in any sort of way?
Likely not in the way you are thinking. You can do some great stuff solo, but you do not shine on a blaster unless teamed and supported, IMO.

Quote:
Originally Posted by _Elektro_ View Post
I've just come to the realization that I can really only make one character "good" (I can't afford the purps or ham IO's.) And my scrappers are extremely 'good' and with the proper IO slotting they become something.... really special. Able to take on +3 missions and deal amazing damage....
Quote:
Originally Posted by _Elektro_ View Post
I'm just curious because someone in my DP thread said something to the effect of, 'I find slotting blasters much funner than end game scrappers.' I thought that was really odd, because I know the 'feel' of my scrapper once he just starts getting a taste of IO's is... well, impressive.
Fun is subjective. I too prefer blasters (and defenders) in the "end game". That said, I know controllers, brutes, scrappers, tankers, and MMs can do things solo I cannot with my blasters and defenders (and I have several of those ATs as well for when I do want to do silly things solo).

Quote:
Originally Posted by _Elektro_ View Post
I guess as I type this I realize maybe the real question is: Do blasters get the same -power- from IO'ing as a scrapper does?

I know when I IO my scrapper I start taking on much uglier stuff, killing it faster, doing insane damage output, and also withstanding severe situations that wouldn't be possible otherwise.

What does IO'ing give a blaster? Is it even 'worth' doing?
Since scrappers start off at a higher level, IOs can take them higher as well. I think it is worth IOing a blaster, but they are still very team reliant to truly shine.

Quote:
Originally Posted by _Elektro_ View Post
I'm asking because I really don't know. I know blasters are supposed to be the damage output AT of the game, but I don't get that sense.... in late game it feels more... fleeting, and 'kiting' than anything else. Am I wrong? Can IO's bring a sense of 'awesomeness' to a blaster?
IOs can seriously lessen the fleeing and kiting, but if you start cranking the difficulty up, then the fleeing and kiting will become necessary again. The blaster AT is designed on the premise of not being able to take many hits (without team support). That is the fundamental nature of blasters. IOs do not make it disappear entirely. I do not think I'd call it imbalanced so much as simply different.

Had I made the changes back in I11, I would have made blasters more like VEATs (although with lower mitigation). That being said, I think I kind of like that the devs chose to keep the glass in the glass cannon. If you cannot enjoy the team reliance thing or cannot be happy soloing on +1 / x5 instead of +3 / x8, then the blaster AT may not be for you.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
Likely not in the way you are thinking. You can do some great stuff solo, but you do not shine on a blaster unless teamed and supported, IMO.

Corruptors on the other hand...



Soft caped to melee, ranged, and AOE. Should be able to solo on 0/x8.

Granted Corruptors are closer to Defenders than true Blasters.

That said almost anything soft caped is good.

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Captain Den'Rath 53* Merk/Traps MM, Rivona 50Energy Blast/Time Cor,Victoria Von Heilwig 53* Dual Pistols/Traps Cor, Crab Spider Webguard 53* SOA, Accela 53* Bot/FF MM,Valkyrie's Executor 53* Broadsword/Shield Def Scrap. On FREEDOM! @Knight Of Bronze
"Hypocrisy, the human inherent." "Let not this work be wasted, apply yourself always."

 

Posted

Quote:
Originally Posted by JD_Gumby View Post
*sigh* No, it isn't. Go look up the values at City of Data. Overall, it's about the same level as Sonic Attack, just with KB/extra DoT/minor slow/slightly lowered monster damage instead of the -res (which is all that gives Sonic its edge). The only power that is actually weak is Empty Clips with its 2.5s activation time (.17 slower than the weaker Howl cone of Sonic, but a full 1.33s & 1.6s slower than the equal-damage Fistful of Arrows & Buckshot), though it's more balanced if you take into account Swap Ammo.
I don't get what it is, but people are hellbent on saying that Dual Pistols underperforms, when it's middle of the freaking road. It does decent ST damage and great AOE damage. There are minor things that I would tweak, yes, but I could say that for any number of things. I still want a little more tweaks for Fiery Aura, but I'd be foolish to not acknowledge that the set performs just fine by game standards--better than fine, even.

Strato's earlier statement highlights similar viewpoint issues that people can have (not saying Strato has them, just that he pointed out a viewpoint issue people can have) about the game. Some players, ATs, and sets can go beyond +1 x5 for their difficulty, but it's not an issue if that's where you need to play at, or even play lower. I play lower than that on almost all my characters, as otherwise it takes me longer to finish missions than I want (which I like to do), or I just have less fun. A Blaster soloing at x2-4 for me is usually going to be leveling plenty fast, and quite good.

For some players, that's not as far as they want to go, but it's good to realize the level I play at is beyond what the game is balanced at. Anything more is gravy, and wanting more than that is an artificial expectation. You can have the expectation if that's your idea of fun, but wanting the game balanced to that artificial level is going above and beyond what a developer is going to go with.


Guide: Tanking, Wall of Fire Style (Updated for I19!), and the Four Rules of Tanking
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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

 

Posted

I suspect Empty clips is the culprit as to why people feel DP is sup par because it has a long cast time, and short range, and it leaves a bad impression.

Compare it to buckshot (0.90s), and Fistfull of Arrows (1.17s), and it is easy to see why DP feels clunky. It is fine if the harder hitting powers that come later hit hard but have longer cast times, or even increased range But for a meat and potatoes AoE to have a cast time of 2.5s (Empty Clips) is too much. Cut the cast time in half, and watch the set take off, and people's perception of the set change drastically as well improve DP's ability to kite with its meat and potatoes to set up its longer animating heavy hitters at max range.

Only Ignite, Full Auto, and Sniper Rifle have longer cast times than Empty Clips. And for Archery, only Rain of Arrows, and Ranged shot have longer cast times than Empty Clips.

Hail of Bullets at least is a heavy hitter compared to Empty Clips to justify its cast time, and short range. Piercing rounds is a heavy hitter at 80 feet compared to the 40 feet of Empty Clips.


 

Posted

a dp/nrg blaster will never be epic on the order of an io'd dm/sd scrap, so if it's a choice of one or the other i'd recommend the scrap. dm/sd built right is an absolute beast in the right environment.

that said, don't rule out io'ing your blaster. a couple of schools of thought on this: build for damage and recharge, or build for defense. my approach would be to shoot for s/l softcap and then shovel in recharge to leverage the no-crash nuke. acrobatics can help avoid those perma-mez'd til dead situations (carnies, etc) but you'll still get stunned from time to time. i keep 2-3 bf's in my tray if possible.

the blaster is never going to be as sturdy or epic as the scrapper, imho. but it'll surely have it's moments of glory. also, the blaster build will likely cost 1/10 to 1/3 as much as the shield build.

anecdotally, my rad/mm is softcapped to s/l and manages around 70% rech at a fraction of the cost of my fire/sd scrap. vs. s/l enemies (council, etc) the blaster is right on the heels of the scrapper. it farms the cim wall about as well as anything. on the vast majority of content, though, it's outshined by the scrapper. on teams, i cheat: vengeance. just don't die 1st also, an s/l capped build encourages a melee oriented playstyle which i'd think would mesh well with dp/nrg. ymmv.