To those who want an AT with Blast Primary and Defense Secondary:


Aneko

 

Posted

Quote:
Originally Posted by MustachedHero View Post
That is only relevant when solo. If the way to solve it is to allow the blaster to kill all except the boss with his own alpha, that will make it a really boring game. A blaster is made for teaming or solo with a challenge.

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.
A blaster's REAL defense is staying active and aware of the surroundings. I understand the dev desire to make basic blasters no defense and little resistance and I'm good with that. What makes absolutely no sense is that mez stops a blaster cold (or rather neuters them down to level 1) and that no blaster power set gives you tools to avoid, prevent, or escape from mez. As prolific as mez is in this game that says bad design to me.

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

 

Posted

Quote:
Originally Posted by False_Fiction View Post
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?
I did this on my spines/fire scrapper just to see how it would play if I neglected defenses and went full-on offense. Even so, I think I only came up with a damage bonus somewhere around 30%.



 

Posted

Quote:
Originally Posted by False_Fiction View Post
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?
I did this on my bane, and managed (with double stacked assault) a damage bonus of +58.5% (while still having 54-ish% melee and ranged defense.) Build is below.

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)
Steadfast Protection
(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)
Gaussian's Synchronized Fire-Control
(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)
Red Fortune
(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)
Red Fortune
(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)
Unbounded Leap
(Combat Jumping)
  • 4% JumpSpeed, 4% JumpHeight
Touch of Death
(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)
Touch of Death
(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)
Red Fortune
(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)
Analyze Weakness
(Surveillance)
  • 10% (0.54 HP/sec) Regeneration
  • MezResist(Stun) 2.2%
  • 3% DamageBuff(All)
Adjusted Targeting
(Tactical Training: Leadership)
  • 2% DamageBuff(All)
Rectified Reticle
(Tactical Training: Leadership)
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
  • 20% Perception
Obliteration
(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)
Doctored Wounds
(Aid Self)
  • MezResist(Terrorized) 2.2%
  • 1.26% Resistance(Fire,Cold)
  • 4% Enhancement(Heal)
  • 5% Enhancement(RechargeTime)
Touch of Death
(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)
Adjusted Targeting
(Tactics)
  • 2% DamageBuff(All)
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed



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"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

 

Posted

Quote:
Originally Posted by False_Fiction View Post
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?
If blasters had better base damage, and less bonus damage from defiance, aim and build up it would be more viable. As it stands if you want to go for a high damage build on a blaster you can get bout 60% bonus from aim and build up another 50% from defiance. You toss in your enhancements (call them 95%), adding a 25% global damage bonus is only a 10% improvement in your total damage output.

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.


 

Posted

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.

 

Posted

Quote:
Originally Posted by Wavicle View Post
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.
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.


 

Posted

Quote:
Originally Posted by Hopeling View Post
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.
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.


Wavicle, Energy/Energy Blaster, dinged 50 in Issue 4, summer of 2005.
@Wavicle, mostly on the Justice server.

 

Posted

Quote:
Originally Posted by Wavicle View Post
I don't even know why I'm responding to this, it has NOTHING to do with the topic.
Maybe you just ENJOY using all CAPS to stress what you WANT people to BELIEVE.


'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.

 

Posted

Quote:
Originally Posted by Aneko View Post
Maybe you just ENJOY using all CAPS to stress what you WANT people to BELIEVE.
don't be a tard


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.

 

Posted

Quote:
Originally Posted by Wavicle View Post
don't be a tard
Don't be a name-caller. It's not an attractive quality.


'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.

 

Posted

Quote:
Originally Posted by Another_Fan View Post
Ring of fire is there because its ranged and has better DPA than most of the blaster attacks that you can get. I know people that take /fire for just ring and build up.
I pretty much have my Fire-Fire Blaster a lot like this now, since Fire Blast's retarded 1.67 animation really kills it, I need RoF to have any hope of a decent ranged attack chain, Fire Blast being a last resort if you have any better options like RoF and Fire Sword.


"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

 

Posted

Quote:
Originally Posted by Wavicle View Post
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.
Hold on a second, are you comparing Tactical Training: Maneuvers with Farsight? Shouldn't you be comparing Mind Link to Farsight? In which case, Mind Link offers better defenses in all cases except for Defenders (or when paired with Power Boost). Or compare TT:M with Maneuvers itself? In which case, TT:M is better than even the Defenders' Maneuvers.

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?


 

Posted

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

 

Posted

Quote:
Originally Posted by Wavicle View Post
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.
True, I should've compared a Fort, since we're talking about ranged damage here. In fact, I'll even discount the claw powers completely. If I do that, the Fortunata has only 10 powers in the primary, and 12 in the secondary - still more than normal ATs. They have Mind Link, which stands up pretty well by itself in a comparison to Farsight despite Widows not being a buff AT, but they ALSO have TT:M, meaning they can provide MORE team defense than /Time (at least, without Power Boost).
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.
Quote:
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.
Right, so despite being blap-troller-mind tankmages, they apparently don't require massive special limitations.
Quote:
I don't even know why I'm responding to this, it has NOTHING to do with the topic.
The first line of the OP, in which stated your premise, talked about the limitations present on EATs. That was one of the foundations of your argument. It is absolutely on-topic, you brought it up yourself!


 

Posted

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.

 

Posted

Quote:
Originally Posted by Wavicle View Post
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.
Your premise is that a ranged/armor AT would be overpowered. You supported this with two pieces of evidence: A.) They have not been created yet and B.) There are limitations imposed on EATs. Evidenced by your statement here:

Quote:
Originally Posted by Wavicle View Post
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.
One can hardly argue against the omission of a full ranged/armor AT. Though its absence as evidence of the devs' motivations is arguable. There are, after all, many things they've wanted to add to the game that are/were deemed impossible or too much work. Your second supporting argument is one that a fair number of people have called into question and it's hardly unreasonable to be asked to expound on your thinking of it. It hardly seems like any one person's fixation, though perhaps you've had this conversation with other forumites before.


 

Posted

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.


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Posted

Quote:
Originally Posted by BrandX View Post
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.
I don't see the point of worsening the disparity between blaster and melee DPS just to give them survivability equal to melee characters. I'd much rather revamp blaster secondaries so that they actually perform the function of support rather than being a bunch of melee attacks on a lower damage scale than your ranged ones. More ways to deal with mezzes beyond Defiance, more soft control, a single-target -res debuff for spiking hard targets and more self-buffs along the lines of what energy and MM get, and that would actually make blasters comparable in power to other ranged squishies. It will also never happen.


 

Posted

Quote:
Originally Posted by BrandX View Post
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.
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


 

Posted

Quote:
Originally Posted by Another_Fan View Post
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
As long as I can keep my ability to fire tier 1 blasts while mezzed have at it.


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Posted

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.


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Posted

Quote:
Originally Posted by Zaloopa View Post
Just out of curiosity, what limitations do VEATs have?
Your concept is chosen for you, and you have a very limited selection of powers.


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 False_Fiction View Post
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?
On my SOA (no Bane or Crab, just straight Soldier) with both Assaults and set bonuses, I was able to get 62% Dam bonus. With my En/En Blaster I was able to get 24% with sets, but I think that other sets might have more potential for IO sets with Dam bonuses.

Added 2/3: My DP/EM Blaster, with Leadership: Assault, has 44% Dam bonus with IOs.


 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
Your concept is chosen for you, and you have a very limited selection of powers.
I . . . don't find them all that limiting. In fact I find they have the least amount of garbage powers. I can easily mix and match melee and ranged and aoe or make a focus of any of the three depending on what I select. One could argue NOT every AT can do that.

Concpet wise sure, but I stopped caring about concept long ago.


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Posted

Quote:
Originally Posted by False_Fiction View Post
Pretty much this. I used to love Blasters because of their absolute mad damage output and squishiness.
This is the reason I loved the old inherent power. Blasters are squishy out of the box, and the old inherent boosted our damage based on our nearness to death. If i'm squishy with low HP, it only makes sense to keep my damage up when things get hairy.

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)