Destiny Slot for Blasters?
I posted this on the "blaster incarnates" thread with no results:
I have an energy/energy/force Blaster (My strategy is usually in your face, then knockback or ranged attacks after my meles have done the damage) . So far my slot choices are as follows: Alpha slot: Spiritual Core Interface: Dimagnetic Core Judgment: Ion Radial Lore: Clockwork Radial Destiny: NEED HALP I need some help on the destiny slot, here are my current stats with all of my toggles on.. Regen: 188% Recovery: 178% (2.98end/sec) End Usage: 0.51 end/sec (without superspeed, with SS --> 0.81 end/sec) Recharge: +77.5% Resistance: Smashing (53%); Lethal (48%) Defences: All hover around 6% accept energy & negative (13%) I know my endurance is good for my play style, but i do run out and hover between 25-60% at all times during combat. My resistance is good when fighting yellows-oranges, but purples swat me down like a fly. I also have force of nature as well. Here's a data link if you want some additional info: http://www.cohplanner.com/mids/downl...3AED17FE5CBD9C |
Your data link doesn't work. This is from your summary.
Clarion looks like your best bet, followed by Rebirth. Barrier is only going to be really significant for very short bursts. Ageless is 22.5 % recharge and some recovery if you need that you can get it from base buffs. Clarion gives you a permanent breakfree, Rebirth gives you a big self heal.
Your data link doesn't work. This is from your summary.
Clarion looks like your best bet, followed by Rebirth. Barrier is only going to be really significant for very short bursts. Ageless is 22.5 % recharge and some recovery if you need that you can get it from base buffs. Clarion gives you a permanent breakfree, Rebirth gives you a big self heal. |
http://www.cohplanner.com/mids/downl...63CE3F23D0EA1F
Edit: After comparing the effects of clarion and Rebirth I think i'm going to go with Rebirth Radial..it gives a HUGE regen bonus, 70% heal. and it lasts 120s while also recharging in the same amount of time..
Thanks, i didnt know it wasnt working >.
http://www.cohplanner.com/mids/downl...63CE3F23D0EA1F Edit: After comparing the effects of clarion and Rebirth I think i'm going to go with Rebirth Radial..it gives a HUGE regen bonus, 70% heal. and it lasts 120s while also recharging in the same amount of time.. |
If you're having problems with mez then consider Clarion. Otherwise Rebirth offers a lot of bang for the buck.
COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes
Rebirth is a GREAT pick, especially if you work out a rhythm on when to use it with other people on your team who have Rebirth. You either get big shots of regeneration or big shots of extra health.
A Blaster friend of mine claims that she can use Ageless to stave off the crash from nuking, and I know my SS/Fire Brute loves it.
Barrier is good for an "Oh crap save the team!" power. If you got PFF from Force Mastery, then I guess you might not care about it, though.
Clarion...Well I can see the use for Blasters, but I'd rather carry the break free insps and boost things that you CAN'T boost with inspirations. I've seen a lot of blasters put this power to good use, but my persona preference is to leave this one alone.
Too many alts to list.
Rebirth is a GREAT pick, especially if you work out a rhythm on when to use it with other people on your team who have Rebirth. You either get big shots of regeneration or big shots of extra health.
A Blaster friend of mine claims that she can use Ageless to stave off the crash from nuking, and I know my SS/Fire Brute loves it. Barrier is good for an "Oh crap save the team!" power. If you got PFF from Force Mastery, then I guess you might not care about it, though. Clarion...Well I can see the use for Blasters, but I'd rather carry the break free insps and boost things that you CAN'T boost with inspirations. I've seen a lot of blasters put this power to good use, but my persona preference is to leave this one alone. |
Don't forget, the Radial tree of Clarion boosts your secondary effects in addition to status protection. That means your heals, stuns, kb, etc etc are all stronger during the effects of the buff. I have it on my Energy/Energy blaster and it compliments my stuns in Bone Breaker and Total Focus quite nicely.
Also, with Rebirth, there are already SO many powers that max out regen so I figured Clarion would be a better bet. Also if you have problems with endurance, get Geas of the Kind Ones.. it makes out your end recovery and boosts recharge, woo!
I could see Clarion being useful for Blapper, especially ones that actually use the Manipulation damage auras but for the most part I agree, between Defiance and BFs mez protection isn't critical for Blasters. I think the characters that really benefit the most from Clarion are the support sets with offensive toggles (primarily Rad, Dark, Cold, Storm) since they often rely on those toggles for survival and getting mezzed drops them immediately.
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"That's right, squishy types, we're finally giving you access to consistent mez protection after all of these years! ... *cough* But you're gonna have to give up every other useful bonus to get it on a permanent basis." *cough*
Lacking mez protection goes from being basically an uncounterable disadvantage to being a huge opportunity cost -- which I guess is progress, but still. My Tanker is giggling like a madman at his consistent ~60 HP/sec, which is layered on top of crazy defenses and the strongest full-time mez protection in the game.
Yeah, unfortunately the version with +range isn't permanent, though, if Dispari's guide is accurate. Seems kinda dumb to me, frankly; like a joke thrown in at the last minute by the devs:
"That's right, squishy types, we're finally giving you access to consistent mez protection after all of these years! ... *cough* But you're gonna have to give up every other useful bonus to get it on a permanent basis." *cough* Lacking mez protection goes from being basically an uncounterable disadvantage to being a huge opportunity cost -- which I guess is progress, but still. My Tanker is giggling like a madman at his consistent ~60 HP/sec, which is layered on top of crazy defenses and the strongest full-time mez protection in the game. |
My melee are laughing as well. While my blasters are busy buying everything they can just to stay upright, my melee toons are buying damage enhancing abilities that leave the blasters in the dust. Destiny is about the only place where they have to buy survivability
Are you guys really having such a bad time with your blasters in i20? For me it has been a riot. My only post-alpha characters right now are my dp/em and my db/inv and while it's true that judgement and destiny push the scrapper into the stratosphere, my blaster feels even more improved by the new stuff and that's without destiny unlocked yet. Between hail of bullets and ion radial I can clear ITF, KTF, et cetera spawns faster than teams can keep up. Who cares whether my character is as durable as melees when everything dies instantly anyway? By comparison, my scrapper is untouchable to almost any AV in the game anymore thanks to rebirth, yet takes far longer to do the basic spawn clearing that still makes up 80% of the high level game even on speed teams.
As for the destiny I'm choosing on my blaster, that's easy, rebirth. Mez isn't a big deal in most situations and when it is, well, there's insps. Barrier is just overkill. I don't need to be that invincible for ten seconds when I could be generally sturdy permanently and still essentially invincible for the first ten seconds. Ageless... maybe on a blaster that has endurance issues, but that's part of the magic of dp/em.
Are you guys really having such a bad time with your blasters in i20? For me it has been a riot. My only post-alpha characters right now are my dp/em and my db/inv and while it's true that judgement and destiny push the scrapper into the stratosphere, my blaster feels even more improved by the new stuff and that's without destiny unlocked yet. Between hail of bullets and ion radial I can clear ITF, KTF, et cetera spawns faster than teams can keep up. Who cares whether my character is as durable as melees when everything dies instantly anyway? By comparison, my scrapper is untouchable to almost any AV in the game anymore thanks to rebirth, yet takes far longer to do the basic spawn clearing that still makes up 80% of the high level game even on speed teams.
As for the destiny I'm choosing on my blaster, that's easy, rebirth. Mez isn't a big deal in most situations and when it is, well, there's insps. Barrier is just overkill. I don't need to be that invincible for ten seconds when I could be generally sturdy permanently and still essentially invincible for the first ten seconds. Ageless... maybe on a blaster that has endurance issues, but that's part of the magic of dp/em. |
All I'm saying is that the Blaster was, in my view, significantly behind the curve prior to I-20 -- and that the Blaster doesn't benefit as much from some of the I-20 goodies as other ATs. Yes, a fully Incarnate Blaster is very strong relative to generic game content, but he's still mechanically disadvantaged relative to other high-end builds. It isn't a question of deciding whether the Blaster can be fun or even effective; it's a question of deciding whether it's worth the effort to kit a Blaster out when you'd get superior overall performance from something else.
Your Blaster can vaporize a spawn. Congrats: so can mine. My Dominator can vaporize that same spawn, hold another spawn, confuse a third spawn, sleep a fourth spawn, and fear a fifth spawn. My Dominator already has mez protection, so even the allegedly minor inconvenience of popping Break Frees is virtually irrelevant to her. The heal + burst regen from Rebirth Destiny is pure gravy for the Dominator, a significant boost to layered mitigation when taken with her considerable RES and soft-capped ranged DEF -- even despite her low max HP.
My Blaster, by contrast, is basically forced to take Clarion, because it addresses the most obvious area of weakness. My complaint here, if you like, isn't even a per-se argument for balance adjustments. It's a commentary on personal build decisions. In this case, it's also a tongue-in-cheek criticism of the silly way mez effects and protection have been handled in this game from day one: you either have mez protection or you don't; if you do have mez protection, then you're functionally immune -- and thus the copious mez effects that the content designers toss around like rice at a wedding serve no purpose but to penalize an ever-shrinking segment of the player base.
Say what you will about Break Frees. They're nice, but the Blaster is already the most Inspiration-reliant AT in the game as a rule. When I'm in the mood to play Inspiration Tetris, I'll play my Blaster. When I'm in the mood to play a superhero, I'll play something else. YMMV.
Why not take clarion for, say, STFs, and rebirth for less mez-heavy content? I disagree that you're forced to take clarion at all, I certainly don't plan on taking it until I have threads to burn, but it's maybe three or four trials to get it in tier 3 form in addition to whatever else you'd like to use in the destiny slot.
I'd also note that the praetorian content radically diversifies the threats players face. At one time I would have bought the argument that the devs lean on mez, especially in the wake of cov's launch, but lately they've gone out of their way to threaten everyone in equal measure. I never get mezzed on BAF and mez on Lambda is evitable by judicious termination of augurs before they cause problems. At the same time, the new content is more dangerous to someone who has just barely permanent domination, for example, as the warworks throw around slows like mad.
Finally, it seems to me that some people undersell the value of aoe damage on purpose. You won't hear me complain about a permadom on my team, yet are most dominator combos really going to be running with aoe blasters? I guess they added sleet to the epics at some point and I haven't seen the impact of that, but the last time I checked most of the secondaries have, at best, mid-range-damage-for-a-blaster aoes on timers that are all several seconds longer than any equivalent blaster version. Obviously a dom brings additional value to a team on top of that, and as you say can be made to rarely have any issues with mez, but in my experience at least I don't think you can compare them for spawn vaporization efficacy.
Finally, it seems to me that some people undersell the value of aoe damage on purpose. You won't hear me complain about a permadom on my team, yet are most dominator combos really going to be running with aoe blasters? I guess they added sleet to the epics at some point and I haven't seen the impact of that, but the last time I checked most of the secondaries have, at best, mid-range-damage-for-a-blaster aoes on timers that are all several seconds longer than any equivalent blaster version. Obviously a dom brings additional value to a team on top of that, and as you say can be made to rarely have any issues with mez, but in my experience at least I don't think you can compare them for spawn vaporization efficacy.
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They don't have to be uber AoE powers; you multiply them by eight teammates and even the uberest of uber-AoE Blasters begins to look irrelevant. Hell, in terms of AoE damage, a Tanker with a taunt aura can have a practical advantage over a Blaster, because anything that doesn't die in the first salvo for the Blaster will tend to scatter.
Moreover, what about single-target damage? Why is a Blaster forced to use melee attacks to compete with the best DPS in the game? How's your Dual Pistols' single-target ranged DPS, hm? For that matter, is great AoE damage even universally available to Blasters? Last I checked, all Blaster sets weren't tearing up the chart in every damage category. Some, like your Dual Pistols, are skewed towards AoE. Some are skewed towards single-target damage, like Ice Blast.
In any case, of all the ATs in the game, Blasters are almost certainly the clearest example of a drastic mechanical trade off: they do (presumably) the best damage, and in return for that strength, they're given virtually nothing else. Just about everyone else is more self-reliant and/or has a more obvious and important role in teams. With that in mind, I'd certainly hope that Blasters clearly out-damage everyone else. Not most everyone else.
That isn't the case.
I think Blasters' damage advantage is largely over-estimated on the forums and in the game. Depending on the comparison you want to draw, that advantage doesn't even necessarily exist, much less by a practically noticeable margin. You're welcome to disagree.
Well the aoe's amazing, thanks for asking. Single target is passable, enough to take down a boss before it causes trouble, but that's not really what I'm after from a blaster, personally. Maybe I'm misunderstanding your argument but it sounds like you're saying blasters should both do the best damage and also not have weaknesses? I completely agree that teaming is about helping cover one another's deficiencies, so why do you not give blasters the benefit of the doubt on getting some team support to allow them to make full use of their uniquely potent powers?
Take a team of seven that already has high aoe damage between them. I'm not saying they need a blaster and can't possibly get by without one. What I will say is that if they get a blaster in that last spot, things will go even faster. And, assuming the team is thus-far blasterless, that blaster will get plenty of backup from his more support oriented cohorts. People talk about force multiplication a lot, especially on the debuffy types' forums. Blasters don't multiply very much at all, but they do bring a large constant to the table. Combine multipliers with that and you're cookin' with gas. Or, add incarnate abilities for a little bit of self-support.
I used to mainly team with my blasters as they weren't all that great at soloing. That isn't really an issue anymore, though I still tend to team with them because I'd rather run the new team content than tips, scanners, and ancient arcs. Speaking only for myself, the teams I run with make me feel neither like a non-contributive member nor like an especially vulnerable character.
Well the aoe's amazing, thanks for asking. Single target is passable, enough to take down a boss before it causes trouble, but that's not really what I'm after from a blaster, personally. Maybe I'm misunderstanding your argument but it sounds like you're saying blasters should both do the best damage and also not have weaknesses? I completely agree that teaming is about helping cover one another's deficiencies, so why do you not give blasters the benefit of the doubt on getting some team support to allow them to make full use of their uniquely potent powers?
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You'd think that your Blaster would be good at both ST and AoE damage, is all. Talk about a razor-narrow specialty -- "Hi, my name's Dave; I'm only good at one particular kind of damage. Oh, and please pass the buffs my way, cuz I have a glass jaw."
I'd rather play something that has a more equitable distribution of strengths for its weaknesses. Or something with very few weaknesses at all. YMMV. Enjoy your Blaster.
Are you guys really having such a bad time with your blasters in i20?
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I started on a really long winded response but while I was writing I realized it was way more complicated than it had to be.
Executive summary: Blasters can exploit opportunities, other ATs can make them happen.
Good example, I have a couple of very high end blaster builds that I have been taking through the moonfire tf this week. When exemped down for that they retained about 15% defense across the board and 170% recharge give or take. I had runs where I was able to rock and roll through them and others where it was a nightmare. The difference was how well the tank was doing. Whats more when I brought my really low end blasters in to get their notice the same held true. My skill in building or playing the toon did not make a difference.
When I took my scrappers or brutes through it was an entirely different story. How well I did seemed to be mostly determined by how well I felt I was playing my character and how well the character was built. It also didn't help that I could spend much less on the scrappers and get much better levels of general performance.
This infographic kind of encapsulates the situation for me.
http://kotaku.com/#!5796646/celebrating-seven-years-of-city-of-heroes
1-49 blasters are the most popular archetype
50 they are the third ???
My guess is somewhere around the late 20s early 30s people start chucking their blasters because they just don't cut it.
Wow, it sucks when the forum decides to eat an extra-long post!
The gist of what I had been attempting to post was this: I know precisely what you mean about the appeal of bringing a little bit of confident swagger to a TF. The earlier the better, but you want it to last to 50 as well obviously. Most of my 50s are scrappers and I delight in being able to either hang with the team and chew through spawns or sneak to the end and finish a troublesome boss room by myself as necessary. It becomes increasingly apparent to me, though, that it doesn't take a scrapper to be able to stealth objectives on TFs and trials.
Take my dark/sonic defender, for example. Permahasten and 35% ranged defense down to level 30. No mez protection at any level. Does that stop me from killing half of the shadow cysts, or finding the real security chief, or killing groups during the "find the scientists" phase of the TV trial by myself? It does not.
Surely that is an unfair example as it has huge debuffs and an expensive build. Well, I ran a Moonfire the other day with my pistol/energy blaster and it sort of looked to me like I was doing the same thing on that. Thanks to laziness while ioing, at 28 I've got a mere 15ish% ranged defense, but I make it a point to ideally carry 16 phenomenal lucks at any given time on my blasters. Between that and hail of bullets' defense boost, it went well enough for me. I used two phenoms and combined four, for a profit of two, died once thanks to my own silly behavior, and we finished in about 35 minutes. I had a couple speedy scrapper friends on the team and we simply split up whenever it was expedient to do so, without issue.
This is not to toot my own horn, as obviously a better player than I with a more solid build wouldn't have died at all, and sub-30 is very doable on Moonfire. My point is simply that having any kind of specific pronounced advantage, in this case aoe damage, means you can play on that in some way to achieve good results with soloing TF and trial objectives. Further, it is my view that the harder you have to "work" to get the same result in this game, the more fun you are likely to have been having. Can my blasters do everything that my scrappers can? Well, I'll just have to guess that they can't solo AVs because I've never tried, because it sounds painful without a bigger bag of tricks than blasters get. On the other hand, I don't care to solo AVs in the first place. After the first few I lost interest in the concept. So, in terms of game content that I actually want to do, blasters are just as good, though more challenging and thus more rewarding.
Bringing this feebly back around to the actual topic of the thread, this is why I don't think you need clarion on any 50(+x) blaster. The barnstorming playstyle continues to work at any level, in my experience.
Wow, it sucks when the forum decides to eat an extra-long post!
The gist of what I had been attempting to post was this: I know precisely what you mean about the appeal of bringing a little bit of confident swagger to a TF. The earlier the better, but you want it to last to 50 as well obviously. Most of my 50s are scrappers and I delight in being able to either hang with the team and chew through spawns or sneak to the end and finish a troublesome boss room by myself as necessary. It becomes increasingly apparent to me, though, that it doesn't take a scrapper to be able to stealth objectives on TFs and trials. Take my dark/sonic defender, for example. Permahasten and 35% ranged defense down to level 30. No mez protection at any level. Does that stop me from killing half of the shadow cysts, or finding the real security chief, or killing groups during the "find the scientists" phase of the TV trial by myself? It does not. Surely that is an unfair example as it has huge debuffs and an expensive build. Well, I ran a Moonfire the other day with my pistol/energy blaster and it sort of looked to me like I was doing the same thing on that. Thanks to laziness while ioing, at 28 I've got a mere 15ish% ranged defense, but I make it a point to ideally carry 16 phenomenal lucks at any given time on my blasters. Between that and hail of bullets' defense boost, it went well enough for me. I used two phenoms and combined four, for a profit of two, died once thanks to my own silly behavior, and we finished in about 35 minutes. I had a couple speedy scrapper friends on the team and we simply split up whenever it was expedient to do so, without issue. This is not to toot my own horn, as obviously a better player than I with a more solid build wouldn't have died at all, and sub-30 is very doable on Moonfire. My point is simply that having any kind of specific pronounced advantage, in this case aoe damage, means you can play on that in some way to achieve good results with soloing TF and trial objectives. Further, it is my view that the harder you have to "work" to get the same result in this game, the more fun you are likely to have been having. Can my blasters do everything that my scrappers can? Well, I'll just have to guess that they can't solo AVs because I've never tried, because it sounds painful without a bigger bag of tricks than blasters get. On the other hand, I don't care to solo AVs in the first place. After the first few I lost interest in the concept. So, in terms of game content that I actually want to do, blasters are just as good, though more challenging and thus more rewarding. Bringing this feebly back around to the actual topic of the thread, this is why I don't think you need clarion on any 50(+x) blaster. The barnstorming playstyle continues to work at any level, in my experience. |
Here is another way of looking at it
Clarion = 4 break frees every 2 minutes.
Barrier = 3/4 a luck every 2 minutes
Rebirth = Either extra hitpoints you cant use because you are already capped or something on the order of 20 hp/sec (this could be wrong I am not at home) point being only helps if you aren't going to get hit twice
Ageless = 22% bonus recharge and recovery no equivalent inspiration.
I posted this on the "blaster incarnates" thread with no results:
I have an energy/energy/force Blaster (My strategy is usually in your face, then knockback or ranged attacks after my meles have done the damage) . So far my slot choices are as follows:
Alpha slot: Spiritual Core
Interface: Dimagnetic Core
Judgment: Ion Radial
Lore: Clockwork Radial
Destiny: NEED HALP
I need some help on the destiny slot, here are my current stats with all of my toggles on..
Regen: 188%
Recovery: 178% (2.98end/sec)
End Usage: 0.51 end/sec (without superspeed, with SS --> 0.81 end/sec)
Recharge: +77.5%
Resistance: Smashing (53%); Lethal (48%)
Defences: All hover around 6% accept energy & negative (13%)
I know my endurance is good for my play style, but i do run out and hover between 25-60% at all times during combat. My resistance is good when fighting yellows-oranges, but purples swat me down like a fly. I also have force of nature as well.
Here's a data link if you want some additional info:
http://www.cohplanner.com/mids/downl...63CE3F23D0EA1F