To those who want an AT with Blast Primary and Defense Secondary:
Just out of curiosity, has anyone ever tried to focus on +dmg bonuses? How much can you get? Is it worth it better than recharge?
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I think it works best on "Assassin strike" type characters like banes and stalkers where you really do want to deliver a lot of damage in a short amount of time. Blasters seem to want to do more AOE damage over an extended period of time, and I suspect defense is going to benefit them more. Builds differ, of course...
Villain Plan by Mids' Villain Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Mist: Level 50 Natural Arachnos Soldier
Primary Power Set: Bane Spider Soldier
Secondary Power Set: Bane Spider Training
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Medicine
Ancillary Pool: Mace Mastery
Villain Profile:
Level 1: Bash -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(5), T'Death-Dmg/EndRdx/Rchg(5), T'Death-Dam%(7)
Level 1: Wolf Spider Armor -- S'fstPrt-ResDam/Def+(A)
Level 2: Combat Training: Defensive -- DefBuff-I(A), DefBuff-I(7)
Level 4: Bane Spider Armor Upgrade -- ResDam-I(A)
Level 6: Assault -- EndRdx-I(A), EndRdx-I(13)
Level 8: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(13), GSFC-ToHit/Rchg/EndRdx(15), GSFC-Rchg/EndRdx(15), GSFC-ToHit/EndRdx(17), GSFC-Build%(17)
Level 10: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(19), RedFtn-EndRdx/Rchg(19), RedFtn-Def/EndRdx/Rchg(21), RedFtn-Def(21), RedFtn-EndRdx(23)
Level 12: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(23), RedFtn-EndRdx/Rchg(25), RedFtn-Def/EndRdx/Rchg(25), RedFtn-Def(27), RedFtn-EndRdx(27)
Level 14: Combat Jumping -- ULeap-Jump(A), ULeap-Stlth(29)
Level 16: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(29)
Level 18: Pulverize -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(31), T'Death-Dmg/Rchg(31), T'Death-Acc/Dmg/EndRdx(31), T'Death-Dmg/EndRdx/Rchg(33), T'Death-Dam%(33)
Level 20: Shatter -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(34), T'Death-Acc/Dmg/EndRdx(34), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(36)
Level 22: Mental Training -- Run-I(A), Run-I(36)
Level 24: Cloaking Device -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(36), RedFtn-EndRdx/Rchg(37), RedFtn-Def/EndRdx/Rchg(37), RedFtn-Def(37), RedFtn-EndRdx(39)
Level 26: Placate -- RechRdx-I(A)
Level 28: Surveillance -- AnWeak-DefDeb/EndRdx/Rchg(A), AnWeak-Acc/DefDeb(39), AnWeak-Acc/Rchg(39), AnWeak-Acc/Rchg/EndRdx(40)
Level 30: Tactical Training: Leadership -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(40), Rec'dRet-Pcptn(40), Rec'dRet-ToHit/Rchg(42), EndRdx-I(42)
Level 32: Crowd Control -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(43), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(45)
Level 35: Aid Other -- Heal-I(A)
Level 38: Aid Self -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(45), Dct'dW-Heal/Rchg(45), Dct'dW-Heal/EndRdx/Rchg(46), Dct'dW-Heal(46)
Level 41: Web Envelope -- Acc-I(A)
Level 44: Shatter Armor -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(46), T'Death-Dmg/Rchg(48), T'Death-Acc/Dmg/EndRdx(48), T'Death-Dmg/EndRdx/Rchg(48), T'Death-Dam%(50)
Level 47: Tactics -- AdjTgt-ToHit/EndRdx(A), AdjTgt-ToHit(50), EndRdx-I(50)
Level 49: Combat Training: Offensive -- Acc-I(A)
Level 50: Musculature Core Paragon
------------
Level 1: Brawl -- Empty(A)
Level 1: Conditioning
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run-I(A), Run-I(9)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Jump-I(A), Jump-I(9)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(11), EndMod-I(11)
------------
------------
Set Bonus Totals:
- 28.5% DamageBuff(Smashing)
- 28.5% DamageBuff(Lethal)
- 28.5% DamageBuff(Fire)
- 28.5% DamageBuff(Cold)
- 28.5% DamageBuff(Energy)
- 28.5% DamageBuff(Negative)
- 28.5% DamageBuff(Toxic)
- 28.5% DamageBuff(Psionic)
- 15.5% Defense(Smashing)
- 15.5% Defense(Lethal)
- 4.25% Defense(Fire)
- 4.25% Defense(Cold)
- 8% Defense(Energy)
- 8% Defense(Negative)
- 3% Defense(Psionic)
- 25.19% Defense(Melee)
- 13% Defense(Ranged)
- 5.5% Defense(AoE)
- 9% Enhancement(Accuracy)
- 25% Enhancement(RechargeTime)
- 4% Enhancement(Heal)
- 10% FlySpeed
- 84.33 HP (7.87%) HitPoints
- 14% JumpHeight
- 14% JumpSpeed
- MezResist(Held) 11%
- MezResist(Immobilize) 17.6%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 2.5% (0.04 End/sec) Recovery
- 10% (0.54 HP/sec) Regeneration
- 5.04% Resistance(Fire)
- 5.04% Resistance(Cold)
- 10% RunSpeed
Set Bonuses:
Touch of Death
(Bash)
- MezResist(Immobilize) 2.75%
- 16.06 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Wolf Spider Armor)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Build Up)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
- 20.08 HP (1.87%) HitPoints
- 2.5% (0.04 End/sec) Recovery
- 2.5% DamageBuff(All)
- 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
(Tactical Training: Maneuvers)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Maneuvers)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Combat Jumping)
- 4% JumpSpeed, 4% JumpHeight
(Pulverize)
- MezResist(Immobilize) 2.75%
- 16.06 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Shatter)
- MezResist(Immobilize) 2.75%
- 16.06 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Cloaking Device)
- MezResist(Immobilize) 2.2%
- 1.26% Resistance(Fire,Cold)
- 2% DamageBuff(All)
- 5% Enhancement(RechargeTime)
- 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
(Surveillance)
- 10% (0.54 HP/sec) Regeneration
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
(Tactical Training: Leadership)
- 2% DamageBuff(All)
(Tactical Training: Leadership)
- 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
- 20% Perception
(Crowd Control)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Aid Self)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Shatter Armor)
- MezResist(Immobilize) 2.75%
- 16.06 HP (1.5%) HitPoints
- 2.5% DamageBuff(All)
- MezResist(Held) 2.75%
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Tactics)
- 2% DamageBuff(All)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1512;684;1368;HEX;| |78DA65944B73D2601486BF9020E5564AB194B640A1406F5C0AA37BA76AED28A576A| |61D17DE980C644A6698C024714697FE05376ED485E3755375E3FD3F78F91F5E16EE| |BCE021E7A5ADC2004F72BEF39E9CEF3D496AD74F07F6D66F9E1052F4545BB5ACFAA| |AA9365A46C7AA6F77DA4D5D333D9BAA7DCD54DBB21042A9E996EDA183DCFF5956E9| |A46A68F5EDAEDED4CC4130B763AABAA11BBBF575B5B9ABD9FF260D16C3678D96666| |A865D1A1C84B63A9D7669435329CD6AE9DDC0E0BC4BE941E7A4A635F5866E687EE7| |EC4C5BDF6DD9D1B5AEDE285D585BDDA9D7D486467F96AD993762D4EF3CFD46C4E0D| |3738B8B840545B82E819799CA15F02AF3489DF9D24F941CAD1093749050C42B8A49| |1C93A424A142F9E01EADC9C8970BC2C91F27E3DCC877A7392F00F6CB7BD09BE7818| |BD71E32471F818F99634FC0A7CC3724F6725DB7D72739B1713F18601E0D82A3CC68| |8819A68BFAA1F5431B8536066D0CDA6968A7A18D923688FD045DDC4B5C66BEA59E4| |2580B618F71709410C65EC39843127348620E49CC218539A430871021026D04DA14| |B46968D3D0A6A1CD40FB9E7A9A404F1345EE25033EF3F358FB7527E143063E64E14| |3163E64E1C33C7C1823D514F724A6F25CEF39D59BE1983CF3893D99FF007E642E7C| |66BEA3DC04E72A89FB58BB07DE254614B1740784877DFF66E1C3EC4FCE5DFAC55CF| |E0DFE017BCC82901D26686E73E8772ECBF5662996430FB92AEFABB001D698C54DF0| |3CF307955B449DC569AEF32228441E7DE5319F22E6B382F9AC603E2B984F05F3895| |00F25D6BA4AF0A1021F2AD8F76BF2AA8CE7AA8C6BC695FDE79ABEF411CB4391F250| |A43214393614393E14A92AFBEF81DE8672E89D80FB684B41886292A3F0D2ED2173A| |4F7C577E88D01C508F8ED604D48E724C791AF87F317910F7E3F587349B7D925DF2D| |30C539557A542AB8F65FE7CEE49F| |-------------------------------------------------------------------|
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
Just out of curiosity, has anyone ever tried to focus on +dmg bonuses? How much can you get? Is it worth it better than recharge?
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Edit: That also raises the issue that blaster should have a higher damage enhancement cap. They chew up so much of their head room just using the buffs they have sacrificed survivability for.
Sorry guys, wasn't able to respond for days because the ******* FORUMS WON'T LET ME LOGIN.
To answer a question:
Limitations of the Arachnos archetypes.
This is pretty obvious and I'm kind of amazed people don't get it.
The Arachnos archetypes are THE MOST limited of ANY AT. You make choices at 24 that totally lock you out of certain options.
I understand opinions differ on this subject, and that's ok, I'm really not here to argue whether blasters are more or less powerful than any other existing AT.
The OP was meant to address a SPECIFIC request that several people have made, that the Arachnos ATs do NOT fulfill. People want an AT that allows you to choose from the various existing Blast sets paired with options of the various existing armor sets. Like Fire Blast/Regen or Energy Blast/Super Reflexes (for example). Obviously the Arachnos ATs are not that.
I personally believe such an AT would be either overpowered or gimped, depending on the numbers.
Regarding Blasters damage and how it compares to, say, scrappers. People often forget that with even just two fast recharging single target ranged attacks you can keep up decent dps numbers while avoiding anything going on in melee. Specifically at endgame, this means that Blasters can keep dpsing during Obliteration Beam, or World of Agony (the pink stuff in MoM, whatever it's called). The scrappers (no matter what they picked for epics) cannot keep up the same dps and survive during those periods.
That's a very limited point, I'm not trying to say that that one point completely evens the playing field.
Also, to the guy that said his Crab has better Single Target Ranged DPS than most blasters: yeah, right. That is pure fantasy.
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
To answer a question:
Limitations of the Arachnos archetypes. This is pretty obvious and I'm kind of amazed people don't get it. The Arachnos archetypes are THE MOST limited of ANY AT. You make choices at 24 that totally lock you out of certain options. |
And even once you pick a path and get locked out of the other one, you have more options available to you than a normal AT, not less. A Night Widow, for example, has 14 "primary" powers (13 even if you count follow up/build up together as only 1 power since they're exclusive) and 13 secondary powers, which is more than the 9/9 available to most ATs. Plus, a NW can basically change power sets to a Fortunata with a respec or second build, which other ATs cannot do.
How is that more limited than other ATs, which are totally locked out of certain options at level 1?
And even once you pick a path and get locked out of the other one, you have more options available to you than a normal AT, not less. A Night Widow, for example, has 14 "primary" powers (13 even if you count follow up/build up together as only 1 power since they're exclusive) and 13 secondary powers, which is more than the 9/9 available to most ATs. Plus, a NW can basically change power sets to a Fortunata with a respec or second build, which other ATs cannot do. |
The secondary of the Widow has several powers that BY THEMSELVES are noticeably WEAKER than other ATs equivalents (TT:M stands out, compare it to the Time Manipulation Farsight ability). The Widow has those extra powers because it NEEDS them to match up in power to a real support set. Want your Widow to be a ranged damage dealer, great you can respec to Fort, but by doing so you Lose the advantages of the Widow.
The point is not that the Arachnos ATs are soooo limited (they're not, they're great and fun, I play them, I like them) but rather that they are not any Less limited than any other AT.
I don't even know why I'm responding to this, it has NOTHING to do with the topic.
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
'I don't like the look of it at all,' said the King: 'however, it may kiss my hand if it likes.'
'I'd rather not,' the Cat remarked.
'Don't be impertinent,' said the King, 'and don't look at me like that!' He got behind Alice as he spoke.
'A cat may look at a king,' said Alice.
Maybe you just ENJOY using all CAPS to stress what you WANT people to BELIEVE.
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what do you want, I should put italics or underline tags every time I want to emphasize a word?
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
'I don't like the look of it at all,' said the King: 'however, it may kiss my hand if it likes.'
'I'd rather not,' the Cat remarked.
'Don't be impertinent,' said the King, 'and don't look at me like that!' He got behind Alice as he spoke.
'A cat may look at a king,' said Alice.
"Look, personally I just want a new issue to feature changes that don't cause a mass exodus of players..."
Issue 17: We Didn't Break Anything!
How to suck at CoX
Literally the Best Build Ever: Years in the Making
Look at what ACTUALLY is available in those power picks.
The secondary of the Widow has several powers that BY THEMSELVES are noticeably WEAKER than other ATs equivalents (TT:M stands out, compare it to the Time Manipulation Farsight ability). The Widow has those extra powers because it NEEDS them to match up in power to a real support set. Want your Widow to be a ranged damage dealer, great you can respec to Fort, but by doing so you Lose the advantages of the Widow. The point is not that the Arachnos ATs are soooo limited (they're not, they're great and fun, I play them, I like them) but rather that they are not any Less limited than any other AT. I don't even know why I'm responding to this, it has NOTHING to do with the topic. |
You begin the thread on the premise that VEATs have some limitations imposed on them. I'm not quite seeing that anywhere. Aside from some endurance issues, they're quite adept at dealing damage, buffing their teammates, and maintaining high personal defense. Could you elaborate on the limitations you feel they have?
VEATs can use Mind Link + their inherent Maneuvers + Leadership Maneuvers
It's a good thing they CAN'T power boost like Defenders can, or else they'd have 120% Def to all instead of just the 70% they already have.
"Look, personally I just want a new issue to feature changes that don't cause a mass exodus of players..."
Issue 17: We Didn't Break Anything!
How to suck at CoX
Literally the Best Build Ever: Years in the Making
Look at what ACTUALLY is available in those power picks.
The secondary of the Widow has several powers that BY THEMSELVES are noticeably WEAKER than other ATs equivalents (TT:M stands out, compare it to the Time Manipulation Farsight ability). The Widow has those extra powers because it NEEDS them to match up in power to a real support set. Want your Widow to be a ranged damage dealer, great you can respec to Fort, but by doing so you Lose the advantages of the Widow. |
They also get a single-target hold, confuse, stun, and an AoE of each as well. Their Dominate matches the controller version, except it does more damage even after accounting for the different AT modifiers. Their stun is mag 4 guaranteed, something which very few Controller powers get.
Overall, their individual powers compare pretty well to the same or similar powers on other ATs. They have Controller-level control, Scrapper-level defense, above-Corruptor-level damage, and some team buffs thrown in for kicks.
The point is not that the Arachnos ATs are soooo limited (they're not, they're great and fun, I play them, I like them) but rather that they are not any Less limited than any other AT. |
I don't even know why I'm responding to this, it has NOTHING to do with the topic. |
No, it's a side issue. I did bring it up myself, but it's not the point I was talking about. Forget it. Some people are just fixated on Arachnos being godlike no matter what other people are trying to discuss. This conversation is not what I am interested in. Happy New Year.
Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.
No, it's a side issue. I did bring it up myself, but it's not the point I was talking about. Forget it. Some people are just fixated on Arachnos being godlike no matter what other people are trying to discuss. This conversation is not what I am interested in. Happy New Year.
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But my initial point I believe cannot really be argued: that the Devs think range/defense is overpowered without Severe limitations (on damage type among other things) is demonstrated not only by the design of the Epic Archetypes but also by the fact that they have not yet made such an archetype. To make it and have it be Neither A) gimped Nor B) overpowered is a balance nightmare.
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Actually, I thought turning the Blaster into a Range/Defense AT, with low hit points (think stalker), but make it so their AOE attacks are high damage, while they're ST are weaker then the other melee ATs.
Make it so the melee's are more ST boss killers, while Blasters are more the lawnmower.
Now obviously there would be some sets to switch this about like melee already has. And sadly way to far into the game for this, but maybe in CoH2!
This isn't to say give them terrible ST damage either. Just that would be the seperation between melee and blast. Boss killers and lawnmowers! Blasters would still do decent ST damage, just wouldn't be high as melee.
But like I said, to far into it for that sort of change.
BrandX Future Staff Fighter
The BrandX Collection
Actually, I thought turning the Blaster into a Range/Defense AT, with low hit points (think stalker), but make it so their AOE attacks are high damage, while they're ST are weaker then the other melee ATs.
Make it so the melee's are more ST boss killers, while Blasters are more the lawnmower. Now obviously there would be some sets to switch this about like melee already has. And sadly way to far into the game for this, but maybe in CoH2! This isn't to say give them terrible ST damage either. Just that would be the seperation between melee and blast. Boss killers and lawnmowers! Blasters would still do decent ST damage, just wouldn't be high as melee. But like I said, to far into it for that sort of change. |
Actually, I thought turning the Blaster into a Range/Defense AT, with low hit points (think stalker), but make it so their AOE attacks are high damage, while they're ST are weaker then the other melee ATs.
Make it so the melee's are more ST boss killers, while Blasters are more the lawnmower. Now obviously there would be some sets to switch this about like melee already has. And sadly way to far into the game for this, but maybe in CoH2! This isn't to say give them terrible ST damage either. Just that would be the seperation between melee and blast. Boss killers and lawnmowers! Blasters would still do decent ST damage, just wouldn't be high as melee. But like I said, to far into it for that sort of change. |
The simplest way to implement would be to merge the the damage bonus from defiance into the blaster base damage. Turn the 50% bonus available from defiance into a 25% bonus to the base damage numbers.
That would put the Cannon back into the Glass Cannon
There is no reason blasters shouldn't do decent single target ranged damage and AoE they have given up everything else you can think of to do damage.
The simplest way to implement would be to merge the the damage bonus from defiance into the blaster base damage. Turn the 50% bonus available from defiance into a 25% bonus to the base damage numbers. That would put the Cannon back into the Glass Cannon |
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!
Here is what the OP is looking at, if anyone wants to take a peek.
http://boards.cityofheroes.com/showthread.php?t=278037
If you have comments about the AT I proposed, please put them in that thread, or copy your thoughts from here into that one also so it is consolidated.
Liberty server
Eldagore lvl 50 Inv/ss, co-founder of The Legion of Smash
3.5 servers of alts....I need help.
May the rawk be with you.
Arc #'s
107020 Uberbots!
93496 A Pawn in Time
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. |
Just out of curiosity, has anyone ever tried to focus on +dmg bonuses? How much can you get? Is it worth it better than recharge?
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Added 2/3: My DP/EM Blaster, with Leadership: Assault, has 44% Dam bonus with IOs.
Your concept is chosen for you, and you have a very limited selection of powers.
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Concpet wise sure, but I stopped caring about concept long ago.
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!
Pretty much this. I used to love Blasters because of their absolute mad damage output and squishiness.
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Yeah, the ability to use my first three powers while mezz'd IS handy, but if i find myself mezz'd and facing an angry mob, those first three attacks won't do much to keep me alive. Usually, when i get mezzed I'm destined to die anyways.
Now-a-days I find my blaster running for the hills when my HP drops, but in the old days I would be like "Oh, so you can hit me hard, well i can HIT HARDER" and nail them with my super buff'd attacks. (especially /EM)
Soft controls and extended range can lower/stagger the alpha. This is why I advocate giving blasters more soft controls in the secondary. I wouldn't mind if blasters received an inherent range bonus to all primary powers and possibly some secondary.
Now add in that we have F2P and those of us that pay to play. Mez with no tools to avoid it means I pay not to play. That's a bad dev choice in terms of marketing.
-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
-When injustice becomes law, resistance becomes duty. - Thomas Jefferson