Blaster Strategy Question?
I tend to play a bit like a "Blapper" sometimes using my secondary for some Melee but generally I stand back and let loose from the outside. My question is -
My main toon is an Energy Blaster which as we all know allows the use of the knockback effect with certain powers. Would it be a wise strategy to wade into the middle of a group of enemies, use secondary for Melee, be a little tankerish to generate some aggro to get the, all gathered around and then use Nova to send them all flying away with awesome knockback? Is the blaster up for something like this or is it not a good idea to generate that much heat? |
If you want to try it, do it once without any outside help, and then do it again after popping 4 Lucks. You'll see what I mean.
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. |
What about with a team during a TF or DFB etc...
You might survive... but probably not. Blasters get aggro quick and unless you've got some defensive buffs to soft cap you in either positional (probably just ranged for blasters) or S/L you are going to face plant pretty quickly.
Also the term tankerish doesn't work so well with blasters, without the defense, resistance or HP it is hard to be tankerish.
But I don't want to completely discourage. Try things out, see what works for you. As long as you aren't driving your team mates completely nuts or face planting ever 10 seconds it might be alright. General rule though, an AT was designed to do certain things, and unless you've got a lot of experience or know what you are doing, forcing an AT into another role is pretty difficult.
Current Mains:
151 Proof - Fire/Fire Tank (50) - Triumph
Celestial Hammer - TW/Elec Brute (50) - Triumph
Amphetami - Crab Spider (24) - Triumph
Global @TheDangerousNacho
1) you won't be using Nova in a DFB.
2) you better make sure you kill everything with that Nova, or you're going to have some VERY annoyed teammates.
Knocking things away from the team is not necessarily bad, but when you knock an entire group of things that far from the team it's usually not cool unless they don't get back up.
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. |
So it's probably a better idea in a solo situation if you have attracted enough aggro and find yourself surrounded, use the Nova to get them all off you so you can get some range and properly blast away.
You can do what you are wanting to do with a blaster.
Caveat:
It takes lots of practice.
My Energy/Energy/Force is built around using mainly using melee attacks. I've slotted my primary powers FOR knockback and I use them for mitigation.
I run a total of about 7% defense on that blapper and I depend in knockback for damage mitigation.
Other useful strategies:
Go for all the accolade powers that you can get. I use Geas of the Kind Ones and Eye of the Magus as if they were powers from my power set.
Task Force Commander, Portal Jockey, and Freedom Phalanx Reserve all in crease your maximum hit points. You will notice a marked increase in survival once you have these Accolades. The Atlas Medallion is also nice to have for the extra endurance.
I recommend that an Energy/Energy blapper that is not built around defense take the Force Mastery Epic Power pool.
Force of Nature is very nice when you need to hang in melee.
Personal Force Field is nice to use when you get too much aggro and need to turtle up for a few seconds to use Aid Self or if you want the mobs to gather around you safely while you are triggering Aim and Build up. It's also a very nice power to use post Nova. If you use a single catch a breath you get enough endurance to run PFF until you start recovering from the post nuke endurance crash.
I also recommend the concealment pool. Stealth is nice to have as early as level 6 and Phase Shift gives you a rescue power at level 20 (long before you have access to PFF in the Force Epic). It's nice to have both PFF and Phase Shift if one is recharging or locked out the other is usually ready to go if you have both.
Don't overlook Temp powers and Super Group Base empowerments.
Cryonite armor and the Wedding Band are very nice temp powers.
Super Group Base empowerments can give you increased endurance recovery, increased global recharge, and knockback protection especially early in the game when those things are most troublesome to new blasters.
Final tip.
Always keep a column of break frees in your inspiration tray. If you run out stop and buy more or combine other inspirations into break frees. Other than a team mate, that is your only reliable source of mez mitigation prior to becoming an incarnate, as no blaster power set (primary, secondary, or epic) give you any tools to mitigate mez.
-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
You can do what you are wanting to do with a blaster.
Caveat: It takes lots of practice. My Energy/Energy/Force is built around using mainly using melee attacks. I've slotted my primary powers FOR knockback and I use them for mitigation. I run a total of about 7% defense on that blapper and I depend in knockback for damage mitigation. Other useful strategies: Go for all the accolade powers that you can get. I use Geas of the Kind Ones and Eye of the Magus as if they were powers from my power set. Task Force Commander, Portal Jockey, and Freedom Phalanx Reserve all in crease your maximum hit points. You will notice a marked increase in survival once you have these Accolades. The Atlas Medallion is also nice to have for the extra endurance. I recommend that an Energy/Energy blapper that is not built around defense take the Force Mastery Epic Power pool. Force of Nature is very nice when you need to hang in melee. Personal Force Field is nice to use when you get too much aggro and need to turtle up for a few seconds to use Aid Self or if you want the mobs to gather around you safely while you are triggering Aim and Build up. It's also a very nice power to use post Nova. If you use a single catch a breath you get enough endurance to run PFF until you start recovering from the post nuke endurance crash. I also recommend the concealment pool. Stealth is nice to have as early as level 6 and Phase Shift gives you a rescue power at level 20 (long before you have access to PFF in the Force Epic). It's nice to have both PFF and Phase Shift if one is recharging or locked out the other is usually ready to go if you have both. Don't overlook Temp powers and Super Group Base empowerments. Cryonite armor and the Wedding Band are very nice temp powers. Super Group Base empowerments can give you increased endurance recovery, increased global recharge, and knockback protection especially early in the game when those things are most troublesome to new blasters. Final tip. Always keep a column of break frees in your inspiration tray. If you run out stop and buy more or combine other inspirations into break frees. Other than a team mate, that is your only reliable source of mez mitigation prior to becoming an incarnate, as no blaster power set (primary, secondary, or epic) give you any tools to mitigate mez. |
If you plan to do something "special", always take a purple Insp and a breakfree first. Nothing spoils the big moment of you jumping into a massive crowd only to fall asleep. And then being chopped up soon after.
Teams are the number one killer of soloists.
A Blaster should never be "gathering aggro". No matter how well built you are, attacks will get through, and your survival stats just won't be high enough to keep you upright for long.
If you want to do something similar to what you suggested in the OP, your best bet it to either let a tank, brute or scrapper do the gathering for you, since they can handle the risk far better, or to sneak in while stealthed and unload AoE destruction by surprise, and kill them before they can get off more than a few attacks. You'll probably want to slot for some defense if you go the latter route.
@Roderick
I use some ranged attacks on one or two mobs then hit Pff. wait to draw them in and Then boom goes the dynamite.
If im on a team Ill do same thing but eat some reds to make sure no stragglers.
KB pisses of a lot of people in this game so I try to be accomidating on my main.
I usually play my fire/psy now but My energy energy is my old main and currently the only badger i have.
I suggest getting as much def as you can. I think im sitting around 17-18% with stealth, combat jumping, steadfast, resist(pvpio)3%. and bonuses,
If you plan to do something "special", always take a purple Insp and a breakfree first. Nothing spoils the big moment of you jumping into a massive crowd only to fall asleep. And then being chopped up soon after.
|
It will really all depend on what's in your inspiration tray. If you're solo, feel free to eat a break free, a couple of purples and reds -- and save a couple of blues and greens - and have a spare break free - then let it rip.
It's fun the first few times, but the end drain is annoying, and it gets old fast.
Consider a fire/kin corruptor. Siphon Speed, Nova, then trasference. Siphon speed, rinse repeat. (depending on your global recharge, of course. )
"Most people that have no idea what they are doing have no idea that they don't know what they are doing." - John Cleese
@Ukase
I tend to play a bit like a "Blapper" sometimes using my secondary for some Melee but generally I stand back and let loose from the outside. My question is -
My main toon is an Energy Blaster which as we all know allows the use of the knockback effect with certain powers. Would it be a wise strategy to wade into the middle of a group of enemies, use secondary for Melee, be a little tankerish to generate some aggro to get the, all gathered around and then use Nova to send them all flying away with awesome knockback? Is the blaster up for something like this or is it not a good idea to generate that much heat? |
I think the bigger issue with the strategy is that Blaster Nova-class powers are simply not very good any more. The target cap was a real killer for those powers, then subsequent changes (IOs in particular) upped the pace of play in the game making the -Recovery period a real annoyance. Any strategy that is built around featuring a mediocre power is likely to be less than sterling. On top of that, with Nova, you have the issue mentioned regarding how your teammates will view your scattering mobs all over the place.
Kosmos
Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)
I used to figure the half-life of a blaster in melee range was four seconds. I think that's still about right. Jump in, hit one or two attacks, jump out.
There's also a blaster mini-guide in my sig that may be useful.
EDIT: It's post #10 in that thread. IT's an old thread and suffers from link rot, so the link in post 1 doesn't work.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
I tend to play a bit like a "Blapper" sometimes using my secondary for some Melee but generally I stand back and let loose from the outside. My question is -
My main toon is an Energy Blaster which as we all know allows the use of the knockback effect with certain powers.
Would it be a wise strategy to wade into the middle of a group of enemies, use secondary for Melee, be a little tankerish to generate some aggro to get the, all gathered around and then use Nova to send them all flying away with awesome knockback?
Is the blaster up for something like this or is it not a good idea to generate that much heat?