Blaster Health Cap and Regen Question


Another_Fan

 

Posted

So finally after 5 years in game I got a blaster to level 50, yeah me!

He is dp/mm and I highly recommend the combo to anyone and everyone, fun and flashy!

So I have hoarfrost for beefing up my hitpoints which seem to cap at 1606? Is this correct? I though blasters were supposed to have higher hitpoints? I feel kind of jipped.

I was dreaming of drain psyche + hoarfrost being like a poor mans instant healing.

Also I was going to put in as many Luck of the Gambler recharge bonuses as I could and noticed for one more slot I could get a 10% regen and for 3 I could get 1.13% health boosts. So that would be 50% regen and 5.6% health boost which seems kind of piddly. Do you think this is worth it if the hitpoint cap is indeed 1606?

Any thoughts or threads along the hitpoint, health and regen of blasters would be greatly appreciated, my searchfu is weak and the search engine has defeated me.


 

Posted

http://paragonwiki.com/wiki/Hit_Points

Archetype: Blaster: base - 1204.8 :: max - 1606.4

Nope.

Remember, Blaster's share the same hit point cap as other squishies such as Controllers, Defenders, Corruptors, Dominators, and Masterminds; as well as the not-so-squishy stalker.

As far as your overall question goes.... well... There's no good way to put this.

You can't make a Regen blaster.


 

Posted

Quote:
Originally Posted by je_saist View Post
http://paragonwiki.com/wiki/Hit_Points

Archetype: Blaster: base - 1204.8 :: max - 1606.4

Nope.

Remember, Blaster's share the same hit point cap as other squishies such as Controllers, Defenders, Corruptors, Dominators, and Masterminds; as well as the not-so-squishy stalker.

As far as your overall question goes.... well... There's no good way to put this.

You can't make a Regen blaster.
Ehhh ? What are you talking about ?

He can cap his hitpoints with accolades and set bonuses even before hoarfrost goes off. Then use as it as a self heal as needed and supplement with the medicine pool.

If he gets his global recharge up he can have a 60% uninteruptible heal available every two minutes and an interruptible heal that is up every 10 seconds.

Drain Psyche can easily provide around 100 hp/sec regen which is comparable to instant healing.

His big problem on making the strategy work is going to be the order he does things and getting enough defense to make it possible.

In order for Drain psyche to work its magic you have to be in the center of a spawn and it only lasts for 30 seconds. He needs enough defense that the spawn just doesn't completely tear through that 100 pts of regen and enough that he actually has the 1 second to fire off an aid self.

The other big problem he has is no mez protection. He can't wade into a spawn and aggro them without having breakfrees handy and preferably active before he starts not after.


 

Posted

Quote:
Originally Posted by AshWind View Post
So finally after 5 years in game I got a blaster to level 50, yeah me!

He is dp/mm and I highly recommend the combo to anyone and everyone, fun and flashy!

So I have hoarfrost for beefing up my hitpoints which seem to cap at 1606? Is this correct? I though blasters were supposed to have higher hitpoints? I feel kind of jipped.

I was dreaming of drain psyche + hoarfrost being like a poor mans instant healing.

Also I was going to put in as many Luck of the Gambler recharge bonuses as I could and noticed for one more slot I could get a 10% regen and for 3 I could get 1.13% health boosts. So that would be 50% regen and 5.6% health boost which seems kind of piddly. Do you think this is worth it if the hitpoint cap is indeed 1606?

Any thoughts or threads along the hitpoint, health and regen of blasters would be greatly appreciated, my searchfu is weak and the search engine has defeated me.
Blasters DO have a bit more HP, but that's in the form of having the highest base HP of the squishies, not a higher HP cap.

Drain Psyche, slotted up for heal and recharge, is great for patching up the incidental damage you're sure to take pretty much every mob. However, your caps are too low to build any meaningful mitigation with healing alone, so you're better off getting some defense or just soft controlling and killing anything before it can really hurt you.

Also, grabbing all three of Hoarfrost, Drain Psyche, and Aid Self for healing is overkill. Grab two at most, then use the leftover power spots to pick up another type of mitigation to get some layering going, like Surge of Power or Force of Nature.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

Quote:
Originally Posted by je_saist View Post
http://paragonwiki.com/wiki/Hit_Points

Archetype: Blaster: base - 1204.8 :: max - 1606.4

Nope.

Remember, Blaster's share the same hit point cap as other squishies such as Controllers, Defenders, Corruptors, Dominators, and Masterminds; as well as the not-so-squishy stalker.

As far as your overall question goes.... well... There's no good way to put this.

You can't make a Regen blaster.
You maybe can't make a blaster that rivals a regen scrapper (although if I could fit in Aid Self...), but you can definitely make a regen blaster.


I don't have my Fire/MM build in front of me, but with Spiritual + > 180% + Clarion + soft-cap S/L + Hoarfrost; you can do extremely well.

Also, Reactive (to kill things faster and within the 30 sec DP duration) or Diamagnetic (for the -to hit) are major contributors to a "regen blaster".


Repeat Offenders

 

Posted

Ok thanks for the heads up. Higher base hitpoints, now that makes sense thanks for the knowledge.

I think I will make due with Hoarfrost, drain psyche and go nuts building for s/l defense and recharge.

Thanks for the help all.


 

Posted

Quote:
Originally Posted by Vanden View Post
Blasters DO have a bit more HP, but that's in the form of having the highest base HP of the squishies, not a higher HP cap.

Drain Psyche, slotted up for heal and recharge, is great for patching up the incidental damage you're sure to take pretty much every mob. However, your caps are too low to build any meaningful mitigation with healing alone, so you're better off getting some defense or just soft controlling and killing anything before it can really hurt you.

Also, grabbing all three of Hoarfrost, Drain Psyche, and Aid Self for healing is overkill. Grab two at most, then use the leftover power spots to pick up another type of mitigation to get some layering going, like Surge of Power or Force of Nature.
I used to run Surge of Power on my mind/psi dom. That power plus Drain Psyche is ridiculous.


SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)

 

Posted

Quote:
Originally Posted by Infini View Post
I used to run Surge of Power on my mind/psi dom. That power plus Drain Psyche is ridiculous.

Bit different on a blaster. Without mez protection, the second you get mezzed you lose your charged armor, tough, weave etc and are left with just surge running. Also the values for armors are considerably higher on a dom (caps are the same)


 

Posted

Back when IO's came out, I built my blaster for max regen and max hit points. While he does not have DP available to him, I find him very underwhelming now. The game has changed to the point where regen, without spot healing just doesnt seem that reliable. On low lvl missions, or where Im fighting at players 1, its really cool, as nothing can even move my green bar, but in the trials, or where Im pushing the edge, I think it does very little for my survivability. Much like a regen without DP or reconstruction, its just not enough to keep upright.

To sum up, I dont think I would chase those 10% regen bonuses, they dont do much for your survivability. If I didnt hate the idea of respeccing him so much, and jack around with his purples, I would abandon the regen Idea and do like everyone else who wants more performance and build for defense.

My Traps/Ar defender, using only caltrops and the shield drone, is far safer. It makes me rather sad, dont even get me talking about my Fire/Trapper, who simply emabarrases my beloved Blaster.


 

Posted

Quote:
Originally Posted by StratoNexus View Post
I still think the stalker and blaster HP Cap should be increased to be 1900-2000 HPs (somewhere between 1.5 and 1.67 times base HP).
I still like your idea of having build up and aim act as click mez protection.

I don't think increasing the hitpoint cap would be beneficial, without other changes to the epics. There is only one epic with a + hp power, it's also the only one with self heals and one of two with defense.


 

Posted

Quote:
Originally Posted by Another_Fan View Post
I still like your idea of having build up and aim act as click mez protection.
With the changes to defiance, I had given up on this, but I'd still love to see it added.

Quote:
Originally Posted by Another_Fan View Post
I don't think increasing the hitpoint cap would be beneficial, without other changes to the epics. There is only one epic with a + hp power, it's also the only one with self heals and one of two with defense.
The extra room for the cap is not just for self buffing, although even without Hoarfrost, many builds could get some extra HPs from the change. However it also allows for any outside HP buffs to be helpful (granted we only have one of those so far, but one never knows what the future holds).


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.