Judgement and blasters


Adeon Hawkwood

 

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Originally Posted by dave_p View Post
It'll be more interesting to see how the various I20 incarnated ATs function outside of the new trials & leagues though.
I'll tell you right now, the lines are getting quite blurred. I ran an ITF yesterday (difficulty set to the max) that happened to have a tanker with a T4 Pyronic Judgment. He broke away from the group at one point and knocked down an entire mob in one keystroke. Now, I don't know if he was running a Musculature Alpha, or what else he had going for him, but the fact is I have only ever seen a tanker do that type of damage one other time: the tanker in question was boosted with Fulcrum Shift, running a T4 Musculature, had Rage up, and used Shield Charge. With all of that, I think only one Boss in the mob had maybe a sliver of health left. Everything else was down for the count.

I was on one of my blasters, and watching a tank take out a mob in one blow was a slap in the face. I am not saying that my blaster was less powerful, because I had my fair share of massive damage as well. Yes, of course I beat out the tank in terms of how much damage I was putting out over time. But the fact is that prior to i20, rarely would I see another AT (and certainly not a tanker) put out the kind of burst damage of which my blaster is capable.


@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.

 

Posted

Very good points all around. What I've managed to read in-between most of the snarky, troll-tastic posts is that blasters think (or some of you know) that you're no longer kings of damage. I guess you're right. My fortunata caps at 300% damage with buff's. Blaster caps at what again? I admit I haven't played for the last two issues. I just came back, but last I checked my blaster was capping out at 800% or so. Forgive me for not having the exact numbers. I realize these 'cap' numbers may rarely be hit by most toons, but it happens. If you roll with people that know their stuff, it will happen often.

Yes, judgement does ignore the cap number of targets and deals nuke-like damage. Did you use your actual nuke often before the change? No? Then view this as a crashless nuke you can toss into your already sick-house DPS rotations while at the same time debuffing your targets resistance with every AoE attack you toss out. The fact you already have amazing AoE attacks coupled with your new ability to debuff resistance and defense means you're about on par with others. After doing all the math, maybe you are behind but remember that there's a limit to how much you can debuff a target just like there's a limit on how high your damage can go. Your damage upper end is so incredibly higher than the amount you can debuff that I tend to believe it probably evens out. (Again, without spending hours doing math.) I would also argue that you are, in fact, doing BETTER than AT's that only have one tree of attacks because that means they can only take advantage of the debuff's tree with HALF their powers! Those other powers MIGHT be better, especially if they're stacking it with what you're using, but you'll be keeping it going all the time. Oh, and each time you hit something you get a damage buff (defiance) and a resistance debuff that can proc 100% of the time? So, what, you're complaining about being able to double-stack your class ability into something that's actually useful?

AT's don't matter anymore. Put your incarnates on and blaster-tank-nuke all you want. From what I've seen so far, past prime time hours of play no one cares what AT you are period. They just want to make the team and start the damn thing already. The fact you can shift your load-out AS YOU PLAY means that this laughably simple MMO just got way easier to the point that it honest to god does not matter what AT you are. It just matters how many level shifts you're rockin'. I have confidence that skilled blasters will prove, with time, that this system is a huge improvement to their class.


 

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Originally Posted by SpaceJew View Post
Very good points all around. What I've managed to read in-between most of the snarky, troll-tastic posts is that blasters think (or some of you know) that you're no longer kings of damage. I guess you're right. My fortunata caps at 300% damage with buff's. Blaster caps at what again? I admit I haven't played for the last two issues. I just came back, but last I checked my blaster was capping out at 800% or so. Forgive me for not having the exact numbers. I realize these 'cap' numbers may rarely be hit by most toons, but it happens.
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If you roll with people that know their stuff, it will happen often.
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After doing all the math, maybe you are behind but remember that there's a limit to how much you can debuff a target just like there's a limit on how high your damage can go. Your damage upper end is so incredibly higher than the amount you can debuff that I tend to believe it probably evens out. (Again, without spending hours doing math.)
TL;DR -- you don't know any of the numbers, but you're confident that they come out in Blasters' favor? That's real compelling stuff, man.

How's that for snarky?

More seriously, the Blaster damage cap is 500%. The cap for basically everyone else (except for Scrappers, who match Blasters, and Brutes, who have the highest damage-buff cap in the game) is 400%.

FWIW, the resistance-debuff cap is -300%, last I checked. So in theory, a Blaster/Scrapper at his damage cap fighting a target that's under the maximum resistance debuff can effectively deliver 2000% (500% * 4) of base damage. Unfortunately, neither Fulcrum Shift nor huge resistance debuffs are heavily featured in Blaster power sets. Ranged Blasters are unlikely to get full benefit out of Fulcrum even when there is a Kin on their team, actually.

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I would also argue that you are, in fact, doing BETTER than AT's that only have one tree of attacks because that means they can only take advantage of the debuff's tree with HALF their powers!
Uh, what? Do you honestly think that because other ATs only have one attack set, that they can't construct seamless attack chains?

You also know that the Reactive Interface -RES proc amounts to a 10% debuff, right?

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I have confidence that skilled blasters will prove, with time, that this system is a huge improvement to their class.
There's no question that the new Incarnate stuff improves Blasters. Arguably, the new Incarnate stuff improves Blasters most of all -- but that's only because Blasters needed more. The question remains: if I'm to put in the effort to kit out a character with all the best that IOs and Incarnate content have to offer, then why should I start with a weaker baseline?

Only you can answer that question for yourself. If you enjoy your blaster, then more power to you. I know that I will never exclude Blasters from my teams; in fact, I can count on one hand the number of times I've seen AT discrimination of any kind in seven years of playing CoH -- but for my own purposes, after having spent countless hours and countless billions and countless respec tokens optimizing my Blaster, I'll stick with my Dominator, thanks.


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Originally Posted by Iggy_Kamakaze View Post
Nice build

 

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Originally Posted by Obitus View Post
You also know that the Reactive Interface -RES proc amounts to a 10% debuff, right?

There's no question that the new Incarnate stuff improves Blasters. Arguably, the new Incarnate stuff improves Blasters most of all -- but that's only because Blasters needed more. The question remains: if I'm to put in the effort to kit out a character with all the best that IOs and Incarnate content have to offer, then why should I start with a weaker baseline?

Only you can answer that question for yourself. If you enjoy your blaster, then more power to you. I know that I will never exclude Blasters from my teams; in fact, I can count on one hand the number of times I've seen AT discrimination of any kind in seven years of playing CoH -- but for my own purposes, after having spent countless hours and countless billions and countless respec tokens optimizing my Blaster, I'll stick with my Dominator, thanks.


Who cares? In the teams I've seen no one inviting blasters asks what their build is.

You last paragraph basically stated why this thread was irrelevant.


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!

 

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Originally Posted by Aura_Familia View Post
Who cares? In the teams I've seen no one inviting blasters asks what their build is.

You last paragraph basically stated why this thread was irrelevant.
And with all due respect, your entire post is unresponsive. Balance issues are not unimportant simply because teams generally don't discriminate. I'm sure most teams (including all of mine) are more interested in playing with fun people than they are in playing with spectacular builds.

Heck, I spend billions on my builds almost entirely because I want to maximize my chance to succeed even with terrible team support. Sometimes, making what should be a bad team good is the best part of this game, for me.

YMMV. None of the above has anything to do with the price of bananas, though. If you genuinely disagree that Blasters give up too much, mechanically, for their presumably overwhelming offense, then that's one thing. If you're handwaving any and all balance concerns on the basis that every AT can find a team, then there's no point in even posting in a balance discussion. It's like that Geico commercial where a woman calls into a car-talk radio show to ask about two different engines, and the host says, "You should pick the blue car."


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Originally Posted by Iggy_Kamakaze View Post
Nice build

 

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Originally Posted by Obitus View Post
And with all due respect, your entire post is unresponsive. Balance issues are not unimportant simply because teams generally don't discriminate. I'm sure most teams (including all of mine) are more interested in playing with fun people than they are in playing with spectacular builds.

Heck, I spend billions on my builds almost entirely because I want to maximize my chance to succeed even with terrible team support. Sometimes, making what should be a bad team good is the best part of this game, for me.

YMMV. None of the above has anything to do with the price of bananas, though. If you genuinely disagree that Blasters give up too much, mechanically, for their presumably overwhelming offense, then that's one thing. If you're handwaving any and all balance concerns on the basis that every AT can find a team, then there's no point in even posting in a balance discussion, placed in a forum that is purpose-built for mechanical questions.
I think folks are giving this waaaay too much thought. The Incarnate abilities ONLY work in 45+ content unless I missed something. When you exemp down you lose them.

Also, if we are talking about teaming during trials or TFs, then yes you ARE guaranteed to have teammates, cause it's the only way to do the trials/tfs.

If the Incarnate abilities worked from 1-50 I'd be right there in such a discussion with you.

EDIT: In fact during GR beta one of the main reasons the devs were STRONGLY against letting Incarnate abilities work below 45 is because they'd have to make them MUCH weaker than they are. I have no issue with things being unbalanced in 45-50. It's called ENDGAME for a reason.


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!

 

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Originally Posted by Aura_Familia View Post
I think folks are giving this waaaay too much thought. The Incarnate abilities ONLY work in 45+ content unless I missed something. When you exemp down you lose them.

Also, if we are talking about teaming during trials or TFs, then yes you ARE guaranteed to have teammates, cause it's the only way to do the trials/tfs.

If the Incarnate abilities worked from 1-50 I'd be right there in such a discussion with you.

EDIT: In fact during GR beta one of the main reasons the devs were STRONGLY against letting Incarnate abilities work below 45 is because they'd have to make them MUCH weaker than they are. I have no issue with things being unbalanced in 45-50. It's called ENDGAME for a reason.
The Judgement issue is only a symptom of the larger problem, which is that Blasters give up too much for their offense. If Blasters had more to hang their hat on than the dubious, "Team Artillery Specialist," tag, then the fact that everyone can pick up a crashless nuke wouldn't be a big deal. I don't see too many Controllers complaining about Destiny, for instance.

For what little it's worth, I don't even particularly care about Judgement except to the extent that it shines a big freaking spotlight on just how silly the huge and long-standing penalties for traditional nukes are and always have been. At the very least, I'd like to see those penalties revisited and reworked at some point, and not just because of Judgement.

As to whether or not people are giving the question of high-end balance a lot of thought -- my response is that they should, given the investment we're talking about here. It was valid to question which builds you'd concentrate on maximizing before Incarnates were even announced, because IOs alone could potentially represent massive investment and massive reward.

Blasters -- even before Incarnates -- are not particularly good at soloing or teaming. They're not even particularly good at delivering damage without support (because of the AI's tendency to scatter, because of obvious survivability issues). Are there outliers? Sure; a high-end, Rain-of-Arrows-spamming Archery Blaster is a sight to behold, but in terms of over-time AoE damage output it's merely competitive with an SS/Fire Brute.

On a personal level, the peculiar irony to me about the new Incarnate slots is that the one potentially meaningful advantage my Fire/Mental Blaster has over my Mind/Fire Dominator -- Drain Psyche's Regeneration buff -- is rendered moot by Rebirth Destiny even as Clarion Destiny potentially gives the Blaster full-time status protection. Those two things offset, with the Dom winning on the basis of Judgement and her innate, mag-6 controls. It's really not even a competition. The Blaster loses before she's laced up her cleats.

Don't get me wrong; I'm not saying that Blasters should be turned into Doms, or even that Blasters deserve to be as good on a solo basis. But it does seem blindingly obvious to me that Blasters are the victims of an out-dated design paradigm that placed disproportionate emphasis on ranged damage potential. Doms and VEATs are, I would think, irrefutable evidence of that sea change in the development strategy. To a lesser extent, even newer (crashless) Blaster nukes are an implicit (or if you prefer, subconscious) mea culpa on the part of the Dev team. We're not likely to get sweeping AT-balance changes at this stage of the game, so the most relevant question here is, "What builds are you going to bother taking to the highest pinnacle?"

Some will undoubtedly choose Blasters. Most of those people, I contend, do it for sentimental reasons, though. If so, then that's fine, but it's also not relevant. And with that, I think I'm due for another break from this thread. I'm beginning to bore even myself with these ranting novellas.


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Originally Posted by Iggy_Kamakaze View Post
Nice build

 

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I'm an ice blaster, and we have sod-all for AoE damage. Our nuke is a soft control more than anything else, though the DoT is decent, it's definitely not worth the crash without the the control.

While ordinarily, I'd agree that nobody's going to give a crap about blaster's "efficiency" or "utility" or whatever and they'll continue to be played just like every other class would be, I see one thing that makes me skeptical of that claim.

Peacebringers.

That is all.


Ice/Ice Blaster. Dedication to concept is an ugly thing.
Claws/WP Brute. Sex without the angst.
Every CoX character lies somewhere on this spectrum.

 

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Originally Posted by Obitus View Post
The Judgement issue is only a symptom of the larger problem, which is that Blasters give up too much for their offense. If Blasters had more to hang their hat on than the dubious, "Team Artillery Specialist," tag, then the fact that everyone can pick up a crashless nuke wouldn't be a big deal. I don't see too many Controllers complaining about Destiny, for instance.

For what little it's worth, I don't even particularly care about Judgement except to the extent that it shines a big freaking spotlight on just how silly the huge and long-standing penalties for traditional nukes are and always have been. At the very least, I'd like to see those penalties revisited and reworked at some point, and not just because of Judgement.

As to whether or not people are giving the question of high-end balance a lot of thought -- my response is that they should, given the investment we're talking about here. It was valid to question which builds you'd concentrate on maximizing before Incarnates were even announced, because IOs alone could potentially represent massive investment and massive reward.

Blasters -- even before Incarnates -- are not particularly good at soloing or teaming. They're not even particularly good at delivering damage without support (because of the AI's tendency to scatter, because of obvious survivability issues). Are there outliers? Sure; a high-end, Rain-of-Arrows-spamming Archery Blaster is a sight to behold, but in terms of over-time AoE damage output it's merely competitive with an SS/Fire Brute.

On a personal level, the peculiar irony to me about the new Incarnate slots is that the one potentially meaningful advantage my Fire/Mental Blaster has over my Mind/Fire Dominator -- Drain Psyche's Regeneration buff -- is rendered moot by Rebirth Destiny even as Clarion Destiny potentially gives the Blaster full-time status protection. Those two things offset, with the Dom winning on the basis of Judgement and her innate, mag-6 controls. It's really not even a competition. The Blaster loses before she's laced up her cleats.

Don't get me wrong; I'm not saying that Blasters should be turned into Doms, or even that Blasters deserve to be as good on a solo basis. But it does seem blindingly obvious to me that Blasters are the victims of an out-dated design paradigm that placed disproportionate emphasis on ranged damage potential. Doms and VEATs are, I would think, irrefutable evidence of that sea change in the development strategy. To a lesser extent, even newer (crashless) Blaster nukes are an implicit (or if you prefer, subconscious) mea culpa on the part of the Dev team. We're not likely to get sweeping AT-balance changes at this stage of the game, so the most relevant question here is, "What builds are you going to bother taking to the highest pinnacle?"

Some will undoubtedly choose Blasters. Most of those people, I contend, do it for sentimental reasons, though. If so, then that's fine, but it's also not relevant. And with that, I think I'm due for another break from this thread. I'm beginning to bore even myself with these ranting novellas.
But you didn't address the major point that allows the devs to make the types of powers you are seeing in the Incarnate system: they don't work below 45.

If they did you definitely wouldn't seem nearly as powerful as they are. You can't simply ignore that portion of it when discussing the Incarnate abilities when the devs SPECIFICALLY said their level of power (and the ability to nearly trivialize SOME of the abilities of some ATs) is DIRECTLY linked to the fact that they can't be or earned prior to level 50, AND they can't be used below 45. That's not something you can just ignore or handwave away if you want to have a serious discussion about what these powers do for balance.

So as much as I'd like to see it I don't think a system that works for only 5 levels is enough justification to ask for any further buffs for blasters.

I will ONLY agree that blaster nukes need revision. I DO NOT agree that blasters are so awful that they need further AT-wide buffs based on something that ONLY works in the LAST 5 levels of the game.

Sorry.

EDIT: Let me also put it out their clearly that if the devs offered us a choice between nerfing these powers for allowing Incarnates to use them from 1-50 versus what we have now, I would say hell no.
Keep them as 45-50 powers AT THE STRENGTH they are. These are ENDGAME abilities not APPs or PPPs.

Also I'd argue that defiance basically makes clarion mute and completely unimpressive for my blasters. Since defiance's revision years ago death-by-mez has NEVER happened for me. Ever.

My human only warshade would get waaaaaay more out of clarion than my blasters.


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!

 

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Originally Posted by Aura_Familia View Post
But you didn't address the major point that allows the devs to make the types of powers you are seeing in the Incarnate system: they don't work below 45.
My argument wasn't based on Incarnate powers. That should have been clear. Blasters give up too much for their offense.


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Originally Posted by Iggy_Kamakaze View Post
Nice build

 

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I think all the hand-wringing worrying that blasters will be marginalized by teams or leagues full of AoE-weilding teammates is unwarranted. The way all MMO gear-oriented end games are structured, you get the early gear to prep you for the harder content that allows you to get later gear.

So we're going to see even harder content released that unlocks the later Incarnate slots. I don't know what that content will be, but I guarantee just having everyone equipped with Judgement nukes won't be enough to steamroll it. It's going to be designed with that as a baseline! Blasters will continue to be highly useful and much desired. Especially on leagues where lots of buffs are available: a mez protected, recharge boosted, damage capped blaster unleashing AoE hell on a spawn is a sight to behold.


Freedom: Blazing Larb, Fiery Fulcrum, Sardan Reborn, Arctic-Frenzy, Wasabi Sam, Mr Smashtastic.

 

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I don't see the big deal, I still choose blasters over scrappers any day on my teams. The game isn't brand new anymore, and new players aren't exactly rolling in. This late in the game, the bad ones who haven't figured out how to survive with a blaster have already switched to scrappers. So when I choose a blaster I know I'm getting a player who knows what they're doing.

:P


The Bacon Compels You.

 

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Is there any incarnate ability that matches AR or Dual pistol? My AR/ice basicly focus on AR only (only clickies and toggles from /ice), so i have my weapon drawn all the time. The APP matches (munition) my gun very nice, but as far i see there is no 'weapon based' incarnate ability?


 

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How about scrappers, as a comparison. The big bubble shield that gives insane defense/resistance or the mez protection shield, or hell even the +regeneration heal make a blaster a better version of a scrapper don't you think? Sure, the shields and heals degrade but it gives a blaster a tier 9 survivability clickie. I think that marginalizes scrappers and means that no one will take them on raids. Right? It's the same logic as a crashless nuke for everyone. I guess the 'giving up too much for offense' argument still holds water since they just threw blasters a huge bone in survivability and debuff proc's.

You were right in schooling me on damage caps and damage resistance debuff numbers, but the fact remains a blaster will always have the potential to do more damage than any other class. It's what they do. If you dislike playing a class that's all offense and you desire more survivabilty or crowd control or whatever perhaps you should play a scrapper since that's what a scrapper is. Or even certain classes of corruptor or defender. Perhaps you've been hanging your hat on the wrong archtype since I've talked to plenty of people that are playing Blasters as their main toon in the raids and all of them seem pretty stoked about the fact they can now tank while nuking and debuffing. And yes, even a 10% resistance debuff is huge for a blaster since they aren't wasting their time with things like throwing out heals or spending time buffing other players.

I'm very impressed with your knowledge of game mechanics. Less impressed with your cries of doom when you should be ESTATIC that you now have powers that make you God. If you feel the gameplay for a blaster sucks 1-45, that's valid. Crash nukes suck, I do agree. I also agree that you can pop a tray of blues and keep on rocking. I play an Invul/Energy tank as one of my mains. If you want to ***** about crashes, try Unstoppable's complete health AND endurance crash. I found a way around it, so can you.

There's also the fact that some power combinations plain jane suck and probably always will. Blaster has this issue more than most, I will agree, but the sets that DON'T suck are amazing as even you admit with archery blasters as your example. My Rad/Psy blaster was created specifically to avoid nuke crashes while still loading out a massive amount of the least resisted types of damage in the game. I will welcome his PBAoE dark nuke and follow it up with another rad nuke. Screw the crash, everythings dead. I did it by myself. It takes a team to equal that with at LEAST two nukes from two other party members, and they're using Ion Judgement which as it stands is either broken or intended to be the only Judgement worth using.


 

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Originally Posted by Sardan View Post
I think all the hand-wringing worrying that blasters will be marginalized by teams or leagues full of AoE-weilding teammates is unwarranted. The way all MMO gear-oriented end games are structured, you get the early gear to prep you for the harder content that allows you to get later gear.

So we're going to see even harder content released that unlocks the later Incarnate slots. I don't know what that content will be, but I guarantee just having everyone equipped with Judgement nukes won't be enough to steamroll it. It's going to be designed with that as a baseline! Blasters will continue to be highly useful and much desired. Especially on leagues where lots of buffs are available: a mez protected, recharge boosted, damage capped blaster unleashing AoE hell on a spawn is a sight to behold.
People are also talking like Judgement is an "I win" button when it's not. It's a nice AOE to have, sure, but my uncommon pyronic really only downs minions reliably when they're even con... anything higher and they're still about. So I'll take it, but I'm not going to say my Pyronic Judgement power somehow makes my Tank a Blaster... even if Fire/Fire is great fun.

And as you said, I'm sure we're going to get more future stuff that is even tougher... as it is, I hate it when teams go too fast on Lambda runs, as those mobs are quite rough when you're alone (or even have a few teammates with you).


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

 

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Originally Posted by SinergyX_NA View Post
Is there any incarnate ability that matches AR or Dual pistol? My AR/ice basicly focus on AR only (only clickies and toggles from /ice), so i have my weapon drawn all the time. The APP matches (munition) my gun very nice, but as far i see there is no 'weapon based' incarnate ability?
Nope. There are a few that work reasonably well thematically (i.e. taking Pyronic and pretending it's a high explosive grenade) but you will still get redraw.


 

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My blaster got infinitely better with Pyronic, not worse. I don't know about you, but having a 1sec activating super fireball on a 90sec recharge is pretty cool, and I don't want it taken away just because masterminds can do it too


 

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Originally Posted by Grey Pilgrim View Post
And as you said, I'm sure we're going to get more future stuff that is even tougher... as it is, I hate it when teams go too fast on Lambda runs, as those mobs are quite rough when you're alone (or even have a few teammates with you).
But the toughness is also related to the levelshift, majority just hit +1, few maybe +2, but once the bulk gets to +2/+3, things will get alot easier. Eventualy it will hit status 'farmable' and we have yet another 'this was supposed to be hard, but we farm it'.


 

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Originally Posted by Zemblanity View Post
My blaster got infinitely better with Pyronic, not worse. I don't know about you, but having a 1sec activating super fireball on a 90sec recharge is pretty cool, and I don't want it taken away just because masterminds can do it too
I'd have to agree. My main blaster also enjoys Ageless as a remedy to my nuke end crash. I can't say I've been marginalized in any way, which didn't exist before-- especially with my regular team of players who solo content for eight.


 

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This is from the website

http://www.cityofheroes.com/game_inf...rchetypes.html


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The Blaster is an offensive juggernaut. Whether up close or afar, he can deal out tremendous amounts of damage.
In comparison to the other Archetypes, the Blaster is by far the most damaging to the enemy. But the Blaster is quite fragile; this Archetype has relatively few hit points.
Blaster heroes must be on their guard before getting into combat; while their immense power can overcome most foes, alone they are quite vulnerable. The Blaster can turn the tide of a conflict, but they need their friends to help them succeed.
By far the most damaging ? Not hardly.

Does anyone really think blasters are offensive juggernauts ? Having more attacks than you actually need hardly qualifies you as an offensive juggernaut. Its like saying a swiss army knife is a weapon of mass destruction because it has all those blades.


 

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Originally Posted by Another_Fan View Post
Does anyone really think blasters are offensive juggernauts?
The descriptions have always been a bit sensational, but yes, I do. I don't take it as a literal representation, but with a blaster, there is not much question as to what my contribution is. Arguably, there are sets which overlap, but in general, I'm not emphasizing or meeting expectations to buff or control-- I'm putting up orange numbers, in range, melee, or AoE quantities, as the situation dictates.

My herostats data only reinforces this, as opposed to my Doms, Brutes, etc. (who while they certainly do high damage, also have other interest in play).

However, I'll gladly accept more damage on my blaster, if that's where this is going.


 

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Originally Posted by Another_Fan View Post
This is from the website

http://www.cityofheroes.com/game_inf...rchetypes.html




By far the most damaging ? Not hardly.

Does anyone really think blasters are offensive juggernauts ? Having more attacks than you actually need hardly qualifies you as an offensive juggernaut. Its like saying a swiss army knife is a weapon of mass destruction because it has all those blades.
When compared to the other HERO ATs, it is. Once you start factoring in villains ATs, and Veats, and blasters start getting lower on the damage list. And for pure AOE carnage, nothing can out damage a blaster. Even if blasters have more attacks then they need, that just means they have more options when stuff hits the fan. while -rech can cripple other builds, blasters just keep on blasting due to have so many options.

Plus it really does depend on the player behind the AT. A swiss army knife may not be too dangerous in my hands, but if you give them to a trained operative, and you've given them multiple different ways to kill someone in addition to other things they could do with it.


 

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Originally Posted by Arbegla View Post
When compared to the other HERO ATs, it is. Once you start factoring in villains ATs, and Veats, and blasters start getting lower on the damage list. And for pure AOE carnage, nothing can out damage a blaster. Even if blasters have more attacks then they need, that just means they have more options when stuff hits the fan. while -rech can cripple other builds, blasters just keep on blasting due to have so many options.

Plus it really does depend on the player behind the AT. A swiss army knife may not be too dangerous in my hands, but if you give them to a trained operative, and you've given them multiple different ways to kill someone in addition to other things they could do with it.
Single target the best theoretical claim was 350 dps for a fire/elec
Frosticus with his illusion controller had 400+ dps realized
And the best scrapper dps was around 300 realized

That is single target of course.

Ill gladly grant you that blaster have the largest number of AoE attacks but its like having the fastest car in the Lincoln tunnel at rush hour. Once you have enough AoE to kill the small stuff in a spawn the rest is well just wasted.


 

Posted

Quote:
Originally Posted by Another_Fan View Post
This is from the website

http://www.cityofheroes.com/game_inf...rchetypes.html




By far the most damaging ? Not hardly.

Does anyone really think blasters are offensive juggernauts ? Having more attacks than you actually need hardly qualifies you as an offensive juggernaut. Its like saying a swiss army knife is a weapon of mass destruction because it has all those blades.
Glass cannon comes to mind. I think my blasters are offensive juggernauts. They're capable of destroying spawns before my or any scrapper or brute can.


Virtue: @Santorican

Dark/Shield Build Thread

 

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Originally Posted by Santorican View Post
Glass cannon comes to mind. I think my blasters are offensive juggernauts. They're capable of destroying spawns before my or any scrapper or brute can.

You are certainly entitled to your opinion but I have scrappers that will destroy entire spawns one after the other much faster than a blaster will, I also have controllers and dominators that can keep up and do so with greater safety.