Blaster survival


Another_Fan

 

Posted

I am new to the game and I made a blaster/magic/fire/fire I'm only level 6 and I got there in a team now I'm solo and I'm dying constantly am I doing something wrong ?I mean I can't even make it through the first mission?please help!


 

Posted

hi and welcome to the game...

blasters are the most fragile of all the archetypes, you have to use your DPS to kill quickly the mobs before they reach you, and/or use your powers from the secondary for mitigation. Laters on in higher levels and when you will discover the profits of invention system , you will be able to make a blaster more (or a lot) durable...

Also i have a feeling that you are playing Praetoria, where the mobs are a bit tough for low level toons (especially for new players)

My advices would be theese :
1. Lower your difficulty settings to -1, and raise them again when you will feel more confident
2. Reroll your blaster as a hero in Paragon City, where things are a bit more easier in low levels
3. roll a scrapper or a brute.. those archetypes are more easy to play for new players


defiant only
@amartia

my public list : http://cit.cohtitan.com/profile/9355

 

Posted

You can adjust difficulty


 

Posted

Welcome to the game and the boards. Fire/Fire blasters are some of the highest damaging blasters in the game (depending on who you ask). But as is true will all blasters, the mindset of how you play them is the key. The idea is to do as much damage to them as quickly as possible and run if you need to. It is a "good offense" thing. There are a few good Blaster Guides in the guide section to get you started. Have fun and welcome.


And yes, to adjust your difficulty, find a contact called Hero Corps Field Analyst. They will tweak your difficulty settings.


Le Blanc 50 Dark/Dark Scrap
High Huntress 50 Archery/NRG Blast
And a goatload of others. On a goatload of servers.
Official Rickroller of Hero Con 1

 

Posted

Blasters die. Frequently. I have my own key to the city morgue. Learn to run when you lose control of the battle. If you aren't in control, you're dead.


 

Posted

The fact that you're looking for help here is a good sign. I died so much on my first Blaster that I almost quit the game before reading the Forums.

Learn how to Pull (attracting the attention of 1-2 bad guys away from the herd). If you can whittle down a larger herd of bad guys it makes it easier.

Team with at least 1 other person. It's amazing how 1 other person, even another Blaster, makes life easier.

Stress Accuracy, Recharge and Damage in your slots. With free Fitness End is not as much of a concern early on. As you get the bigger Powers you can begin slotting for it then.

Bring friends to the game to team with or search for a Supergroup to join and team with. Many SGs have experienced players willing to help.

Good luck and welcome to the nightmare!


"Comics, you're not a Mastermind...you're an Overlord!"

 

Posted

Quote:
Originally Posted by Frostbiter View Post
This guide in particular is a blaster must read.

http://boards.cityofheroes.com/showthread.php?t=113226
^^
This a hundred times over.

Learn the Mantra. Learn the Motto. Kill 'em before they kill you. If they're not dead, it means you are.

Regarding your specific blaster, fire/fire is a wrecking ball of damage, but it sacrifices survivability for that damage. Fire/ is all about damage. /Fire is, yep you guessed it, all about damage.

My first, and namesake character, was a fire/nrg blaster. I found the /nrg secondary to be a HUGE help. The knockback and stuns were my friend.

If you feel frustrated by your fire/fire, roll up a fire/nrg and see if it helps. They both pump out major damage.

Good luck and welcome to the game.

Edit: One thing that may seem obvious to veterans but worth mentioning to someone just starting the game is that a bad guy with a sliver of health does as much damage as a bad guy at full health. Kill the weak ones first. Focus on the boss/lieutenant last (just stay away from his melee attacks). There are exceptions to this rule, of course; if the lieutenant is a mezzer (freak stunners), you may want to take him out first. Pull by shooting the minions, never the bosses. If you try to pull the boss, he will alert his minions that he was attacked, and the whole mob will rush you = bad.

AoEs are especially tempting for fire blasters. You can kill mobs of bad guys all-at-once! But it takes many cycles (at the lower levels) of your AoEs to kill said bad guys. Bad guys get reeeally pissed off when you throw fire at their face. Use single target blasts to finish off those with a sliver of health.

Use Line of Sight (LoS). As mentioned by Winterminal below, use your Ring of Fire to immob a specially dangerous bad guy and then retreat where he can't see you/reach you. Take out his friends then go back and take him out.


"Comics, you're not a Mastermind...you're an Overlord!"

 

Posted

-Ring of Fire, the first power of your Secondary power set that you are required to take, will greatly improve your survivability. Just keeping the enemies out of melee range will be a huge improvement.

-Speaking of melee... If I were you, I would avoid your melee attacks for the first few levels. Use the distance of your Primary power set blasts to your advantage. Fire Manipulation has a number of useful melee-distance attacks, but I would save them for those few enemies that do not die before they get within punching distance.

-Read the aforementioned guide, it's quite helpful.

-Finally, there is no shame in running. If you are waiting for a power or two to recharge, run away! Get away from their melee attacks to buy yourself some time until you can attack again.

Best of luck!


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

 

Posted

In addition to what's been said, I suggest you look at some of the Power Pools to improve your solo survivability. Three come to mind:

(1) Stealth allows you to engage in battle under conditions of your own choosing. You can assess the situation (enemy strength and location), decide on a course of action, position yourself and get off the first shot. All of my characters take Stealth at level 6.

(2) Hover allows you to attack from outside your opponents' melee range. (assuming the mission site allows you to get airborne) Even though many enemies also have ranged attacks, removing the danger of melee combat will dramatically reduce the amount of damage you receive.

(3) Hasten reduces your recharge speed, thus allowing you to attack more frequently. The more damage you put out, the faster you kill your opponents and the less danger they pose to you. Just be aware that Hasten is not a toggle power and you will have to let it recharge rather than just letting it run (like stealth and hover).

You can expect to survive more as you gain experience with game mechanics and the use of your particular powers.

Good luck.


 

Posted

And as a rule if your standing toe to toe with your foes your going to be face down a lot...

Speed kills... standing still kills you.


Dragon-King First level 50 -- Fire/Nrg Blaster
(and to many alts to mention)
Protector
Quote:
Originally by Arcanaville: Everything in Praetoria was designed during a drinking binge in which the devs temporarily forgot the rules.

 

Posted

Quote:
Originally Posted by Dragon_King View Post
And as a rule if your standing toe to toe with your foes your going to be face down a lot...

Speed kills... standing still kills you.
Going to have to disagree with the bolded part, especialy with /fire. All the attacks except ring of fire are melee range in /fire, and all but RoF and fire sword are AE, so getting in the middle of things and burning everything to the ground can be rather helpful.

As has been mentioned, blasters tend to be rather squishy, but do amazing damage. It'll help to wait till someone else attacks first when on a team, since the first moments of combat per spawn or "alpha strike" tend to be the most painful. Hit and run also might be helpful, especialy at lower levels.
Also, even though it can be annoying, don't worry too much about dying in this game. It has the least sevear penalty of any game I've ever seen, with debt amounting to little more than a speed bump.


Quote:
Originally Posted by BackAlleyBrawler View Post
That...was a Herocon 09 exclusive easter egg. The powerset will not have doves associated with it.

Namely because you guys would want to color tint the damn doves, or make them hawks/ravens/flying sharks/etc and that's just a headache I do...not...want...to deal with.

 

Posted

If I can make a simple suggestion. I am used to playing squishies and Blasters are definately that. In spades.

First off. Somethings I find usefull.

1) In groups, do not open with an AOE until you have some sort of mitigation. It will attract to much aggro. This is the same thing with AT's who use AOE imobs. Opening with either is getting the alpha on you.

Instead focus on single target damage, and allow the tank/brute to gain aggro.

2) If you are not experienced as a blaster, then avoid being a blapper from the start. Focus on your secondary sure, but range will be your friend in Praet.

3) Hover or Combat Jumping. Early unlocks that really will aid you. I prefer Hover for knockback protection and defense, but combat jumping later will allow for movement and even more defense with Acrobatics, and so is a very viable option.

4) Snipes are great for pulling. Some people hate them and I call those people wrong. Fire's snipe is further down the chain. So add some range to a single target attack to pull more efficiently.

5) your first power is the quickest. Add something like a Decimation/Devistation (Can't remember which one) = a chance to hold. It's not super expensive but will help mitigate damage, and on your quickest attack will proc a hold (Although weak) but allow you to mitigate some damage hitting you.

6) A lot of people like getting toughness and weave. Both are good. I like em, but once you hit your epic pools, I would suggest perhaps respecing out of them in favor of the armors the epic pools offer. Of course that will come much later.

7) Balance your aggro. Firing a chain of devistation is fine but on a team you can rip aggro off of a tank really easy. So best thing is to alternate targets using single target attacks and once weakened hit an AOE to mop them up.

Im am playing a Rad/NRG blaster right now, and my damage will never be as solid as yours will be, so I don't have the luxery of watching things melt like you do. So these things really work for me. I hope they can work for you too.


 

Posted

Quote:
Originally Posted by Asha'man View Post
^^
This a hundred times over.

Learn the Mantra. Learn the Motto. Kill 'em before they kill you.
Yes! I find that being cautious before the enemy aggros helps, but, once the fight starts, going all-out aggressive gives me much better results than playing conservatively or indecisively. I want to deliver big hurt on things fast. Hesitating or mis-clicking can be costly; after I come back from the hospital, the exact same fight can be won by jumping the heck out of the enemy very aggressively (hitting the buildup-type powers and unloading the heavy stuff and controls as fast as I can on the right choice of targets) -- often without taking any damage in return at all.

Quote:
Originally Posted by Nyx View Post
1) In groups, do not open with an AOE until you have some sort of mitigation. It will attract to much aggro. This is the same thing with AT's who use AOE imobs. Opening with either is getting the alpha on you.
Preach it! My Tankers are frustrated by Blasters who open up with their AOEs just as I start to reach the enemy spawn. Give the enemy a moment to turn on the Tank and attack, THEN drench them with your firepower. The Tank isn't going to steal your kills.

Quote:
Originally Posted by Nyx View Post
5) your first power is the quickest.
Regarding that, slot up your first two primary attacks. You'll use them a lot, and you should slot what you'll use.

Not only are they good for rapid chaining, they will be less likely than your big-hitters to drag aggro off some melee teammate, so you can use them safely in dangerous situations, AND best of all you can still cycle them while held, slept, or stunned, unlike your "better" attacks.

Many times I've been perma-held while solo, but by rapdily alternating the Tier 1 and Tier 2 ranged attacks, systematically chewed through the defense of the bad guy holding me and won the fight.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog

 

Posted

Quote:
Originally Posted by Sailboat View Post
Yes! I find that being cautious before the enemy aggros helps, but, once the fight starts, going all-out aggressive gives me much better results than playing conservatively or indecisively. I want to deliver big hurt on things fast. Hesitating or mis-clicking can be costly; after I come back from the hospital, the exact same fight can be won by jumping the heck out of the enemy very aggressively (hitting the buildup-type powers and unloading the heavy stuff and controls as fast as I can on the right choice of targets) -- often without taking any damage in return at all.



Preach it! My Tankers are frustrated by Blasters who open up with their AOEs just as I start to reach the enemy spawn. Give the enemy a moment to turn on the Tank and attack, THEN drench them with your firepower. The Tank isn't going to steal your kills.



Regarding that, slot up your first two primary attacks. You'll use them a lot, and you should slot what you'll use.

Not only are they good for rapid chaining, they will be less likely than your big-hitters to drag aggro off some melee teammate, so you can use them safely in dangerous situations, AND best of all you can still cycle them while held, slept, or stunned, unlike your "better" attacks.

Many times I've been perma-held while solo, but by rapdily alternating the Tier 1 and Tier 2 ranged attacks, systematically chewed through the defense of the bad guy holding me and won the fight.
I agree with all of this. Nutrino Bolt on my Blaster is really fast. I slot it and I love it. Fire would be the same really. This is an essential tool for the blaster. Whether you throw procs into it or not, the point is that it is a solid chain builder. I just happen to really like procs is all. Procs that offer a mitigation aspect as opposed to offering more damage. More damage procs can go on some other attack really. But mitigation, even if minor will help.


 

Posted

Quote:
Originally Posted by MetalBeardSolid View Post
I am new to the game and I made a blaster/magic/fire/fire I'm only level 6 and I got there in a team now I'm solo and I'm dying constantly am I doing something wrong ?I mean I can't even make it through the first mission?please help!
Fire/Fire blasters are known for 2 things:

A) Being squishy, even for a blaster. Unsurprisingly, no one likes being set on fire, and they will get VERY mad at you for it. Think about it, what would you do if someone set YOU on fire? Probably make a very serious attempt at causing some severe bodily harm to them, if I had to guess.

B) Being absolute juggernauts of pure, unadulterated damage. There are very few things in the game capable of outdamaging a Fire/Fire blaster that is running on all cylinders.

With that said, there are a few tips I have for you on your particular combination that I had to learn the hard way.

First, I'm guessing here that as of level 6 you have one of the first 2 powers, Fireball, and you probably just picked up Rain of Fire. Or you may have all 4 of the first powers in Fire Blast.

This is an important point here, so remember it: When you are soloing, do NOT begin a fight with your AoEs unless you are sure you can kill all or most of the spawn in one or two shots. When you hit a spawn with Fireball and don't kill them, you'll have an entire group mad at you, and you can't kill all of them fast enough with single target attacks.

Especially do not open the fight with Rain of Fire. They will scatter to the 4 winds and start shooting you the second they are out of the radius, and since they scattered, now they can't be hit by Fireball anymore.

Pulling is good when you are outnumbered (which will be frequently). To pull, use one of your long range single target attacks while at the outside edge of your range. Now the next part is what a lot of people don't understand about pulling: Once you've hit your target, immediately break line of sight with them. If you can see them, they can see you too, and if your target's buddies see him attacking you, they are going to join right in. You'd be amazed how many times I've seen someone say "I'll pull" and proceed to hit one with an attack and......just stand there. If you do that, you are going to pull the whole spawn. Oh, and it should be obvious, but I'll say it anyway: Don't pull with Fireball.

Basically, a Fire/Fire blaster will be squishier than most characters while solo, but they really shine on a decent team where there are other people to soak some of the agro they generate.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
. Think about it, what would you do if someone set YOU on fire?
Stop, Drop and Roll ?


Anyway blasters are very very dependent on active defense. They have to preempt, suppress or otherwise counter incoming attacks because their SO level builds just can't deal with the damage. In the case of fire/fire your best bet is killing things quickly and making certain you aren't dealing with more than you can kill fast enough to stay alive.


 

Posted

Here's a low level tip and one that carries for most of the game. Ignore anything that is shooting you from a distance, if they get close they are the most dangerous.

In the low level guys carrying small knives and pistols are usually not a threat (hellions, skulls, lost). If they are carrying a baseball bat or a sledge hammer these are usually two shot deaths for you.

Kiting (the act of running away and fighting is your best friend as a blaster. Master this and you will become more powerful then you could ever imagine. LOL

Pulling is also your friend, the idea here is to fire a shot from your max range, while at the same time running behind a corner/object to block line of sight. Use your lowest level single target ranged attack (aka Flares) for this. If you get good at this you will find that you can reliably pull any enemy out of a group you want to deal with first. Note if they can still see you when the attack lands odd are they will all come a runnin'. I usually accomplish this by running at a corner, jumping shortly before the corner while firing my attack in mid air. The jump will carry you around the corner while the attack is animating.


 

Posted

Quote:
Originally Posted by Sailboat View Post
Preach it! My Tankers are frustrated by Blasters who open up with their AOEs just as I start to reach the enemy spawn. Give the enemy a moment to turn on the Tank and attack, THEN drench them with your firepower. The Tank isn't going to steal your kills.
My main blaster gets frustrated when the tank makes it to a mob and there is still anything there for them to aggro... Don't worry tank, my blaster isn't going to steal your aggro for there will be none to steal...

Silver-Slinger: Archery/Energy


 

Posted

Target an enemy, queue your attack (the red ring around it) and shoot from max range.

Use closer range attacks as the enemy gets closer. Sure big fireballs are big damage numbers but they also kinda get you killed early on and aren't really that needed.

Find a tank to be your friend.

Stay away from the enemy. Getting punched will clobber you, getting shot isn't so bad usually.

Consider hover and fly as your travel power. Along with being good for getting anywhere you can stay out of melee range and it makes picking your targets much easier.


 

Posted

Quote:
Originally Posted by Comfort View Post
Getting punched will clobber you, getting shot isn't so bad usually.
Only in a video game can this be said with a straight face, and be intended as totally serious.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Only in a video game can this be said with a straight face, and be intended as totally serious.
Ha, so true. It is rather counterintuitive to some extent, but if you can remember it, it does help a lot. Just about every mob can hurt you a lot more if they get in melee.

Anyway, a lot of good advice in this thread. Basically, a Blaster should strike hard, strike fast, and strike first. You don't rush in to take it on the chin, and you don't play nice. Engage when you want to and you are ready, and bring overwhelming force to bear on your targets when you are ready. I had an American history teacher that cited a conversation between a British General and an American General (not sure if it's true). The British general said that the Australians were some of the best jungle fighters around. The American asked "what about the U.S. army?" The Brit replied "The U.S. Army doesn't fight in the jungle: they blow it to smithereens and fight in the open field."

Heh. In that scenario, the Blaster=the U.S. Army. You fight when you want to and on your own terms, with lots of firepower.

To help out new players, a few things to keep in mind. As needed, engage fewer enemies at once until you get the handle on dealing with a few at once (as you get better and build well, you can take on larger mobs... my Dual Pistols Blaster was taking the initial attack from groups meant for my team of 5 until a Brute showed up last night).

You can do this by only employing your single target ranged attacks from far away on one target that is separate from his friends, as their friends are foolish and often don't notice when their friend Bob has caught on fire and is attacking the person responsible. Another valid target is to use ring of fire on one target, get out of that target's sight so they can't fire back at you, and take care of their friends in the meantime. More out there, but that's a decent start.


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

 

Posted

Quote:
Originally Posted by Atomic_Toy_Guy View Post
My main blaster gets frustrated when the tank makes it to a mob and there is still anything there for them to aggro... Don't worry tank, my blaster isn't going to steal your aggro for there will be none to steal...

Silver-Slinger: Archery/Energy
Well, I do have the Day Job teammate rez power. Go ahead.


If we are to die, let us die like men. -- Patrick Cleburne
----------------------------------------------------------

The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog