Honest Blaster Questions/Research
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That depends on which one. I would trade Power Burst for Voltaic Sentinel.
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That makes me sad.
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Having tried VS, it's a neat idea and all, but in practice I tend to find it not that useful to me. If I'm already in the fight, I'm busy draining mobs. If not, I can summon it, but it will take a while to catch up to me, and half the duration on it goes to waste. At least, that's how I remember it; I don't play the elec/elec very often.
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Why? I haven't analyzed the numbers on it, but on my main, I use it whenever it's up and there's something in range of it, which is fairly often with all the extra range that character has.
Having tried VS, it's a neat idea and all, but in practice I tend to find it not that useful to me. If I'm already in the fight, I'm busy draining mobs. If not, I can summon it, but it will take a while to catch up to me, and half the duration on it goes to waste. At least, that's how I remember it; I don't play the elec/elec very often. |
But Power Burst's cast time is 2.0 seconds. Its adjusted DPA is only 0.94 DS/sec, only marginally higher than normal tier 1/2 attacks. That very small increase in DPA is not a good trade for halving the range of the attack.
Energy Torrent's DPA is 0.73, and its a cone with the same range as Power Burst. It also has the same chance for knockback as burst does, per target. For Energy Torrent to do better than Power Burst requires ET hitting on average 1.3 targets or more, which is hard to avoid doing even on purpose for a solo player on x1 difficulty.
To beat Blaze even without Blaze's DoT, torrent would have to average hitting more than 2.4 targets per cast, which is at least something that can legitimately fail to happen in soloing circumstances.
I would take it if I had the free power choices and the slots to devote to it, but it was an easy power to ditch when making build choices. An energy-equivalent pet like the Voltaic Sentinel would be something I might think about more. Especially because in a high recharge build with a full attack chain anything the sentinel does is effectively free damage. Incorporating burst into an already full energy chain might add a few percent damage: I think the sentinel can beat a couple of percent.
If nothing else, it would add options for set mules.
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My usual statement is "Voltaic Sentinel does about as much damage as an Empathy Defender." It was handy for AV fights and situations where chain-aggro wasn't likely. (Also on a FF/Elec when the tanks were hanging back waiting for people to tell them how brave they were. VS + PFF = "Follow me.") Like most of the things in Elec Blast, it's not LIKE the other kids, but that's not necessarily a bad thing.
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@Boltcutter in game.
I think they really need to give all the T3 single target damage powers blaze-like activation times. Or at least all the ones that don't also have a huge stun or something attached.
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.
And thank you for such a perfect example of "Everything is fine with Blasters if you have years of experience, build perfectly, play perfectly, and nothing goes wrong."
(see also, eight years of "Why do we even have Defenders/Tanks in this game?") I would say that, yes, there are probably tips we can give Scarlet Shocker to make her elec/elec experience a better one. The point is not to yell UR DOIN IT WRONG. The point is that you have to be a damn good Blaster to do things that a mediocre Scrapper doesn't think twice about. |
You have to have the mental flexibility to accept ATs and powersets as they are, with all their attendant limitations and weaknesses, and be able to switch between melee and ranged mindsets. If you can't do that, no amount of advice is going to be of use. Blasters will just suck for you.
Having said that, there's a guide to elec/elec blasters in the appropriate section of this very forum. Scarlet Shocker, have you taken a look at it?
You have to have the mental flexibility to accept ATs and powersets as they are, with all their attendant limitations and weaknesses, and be able to switch between melee and ranged mindsets. If you can't do that, no amount of advice is going to be of use. Blasters will just suck for you.
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So often the need for mental flexibility comes up with blasters; the need to work within the limits and weaknesses of the AT. That advice rarely is given for other ATs (but I have seen it for all ATs at one point or another, just most often for blasters).
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.
I see. You don't need to play perfectly, you need the ability to "shrug off defeat."
I don't hang out in the other AT forums much, but I don't ever remember seeing that specified for anyone else. Maybe Kin Defenders. I don't know.
I have the ability to "Shrug off defeat." I remember when the debt cap was twice what it is now, you got full debt indoors, and it took 10 hours to get a level, playing hard, in the 40's. If I remember correctly, after trying the Sewer Trial in 2005 or 6, it took five hours to burn off the debt.
What I don't have is the opinion that the "limitations and weaknesses" of a Blaster are just something to accept, given that they are so much greater than the limitations and weaknesses of EVERY OTHER ARCHETYPE IN THE GAME and there's very little benefit to counterbalance them.
30% more damage than a scrapper on a good day. 500% more vulnerability on a typical day.
I play Blasters- I've lost count, somewhere around eight at or near 50, a couple up-and-comers. I think I'm pretty good at Blasters. I don't believe Blasters are balanced. I have levelled up tanks, scrappers, defenders, corruptors, brutes. I may sometimes come to the wrong conclusion, but it's not from lack of research.
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@Boltcutter in game.
I see. You don't need to play perfectly, you need the ability to "shrug off defeat."
I don't hang out in the other AT forums much, but I don't ever remember seeing that specified for anyone else. Maybe Kin Defenders. I don't know. I have the ability to "Shrug off defeat." I remember when the debt cap was twice what it is now, you got full debt indoors, and it took 10 hours to get a level, playing hard, in the 40's. If I remember correctly, after trying the Sewer Trial in 2005 or 6, it took five hours to burn off the debt. What I don't have is the opinion that the "limitations and weaknesses" of a Blaster are just something to accept, given that they are so much greater than the limitations and weaknesses of EVERY OTHER ARCHETYPE IN THE GAME and there's very little benefit to counterbalance them. 30% more damage than a scrapper on a good day. 500% more vulnerability on a typical day. I play Blasters- I've lost count, somewhere around eight at or near 50, a couple up-and-comers. I think I'm pretty good at Blasters. I don't believe Blasters are balanced. I have levelled up tanks, scrappers, defenders, corruptors, brutes. I may sometimes come to the wrong conclusion, but it's not from lack of research. |
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For varying levels of significant... again, Power Burst need not apply. By that I mean it has a 60% chance of mag 3.3 KB, which is a bit better than Power Blast's 30% chance of mag 1.6 KB, but isn't exactly a significant increase.
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BA has 80 foot range, which I also find significant. Our opinions differ here and I am pretty sure neither of us will convince the other.
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.
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But neither of those are nearly as significant as the guaranteed stun that Rad provides, which was all that I meant. As ArcanaVille pointed out, Power Burst is a very minor power increase over Power Bolt and Power Blast, and those powers can be used while mezzed.
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Blaze... hmmm. I have always said Blaze is like a mez in that, used right, it kills fast enough to eliminate a target just like a mez would. There are times however that the mez would be nicer than just the damage, but the long cast time of PB combined with the fact that it is not guaranteed KB, does make it less awesome (though it does have that great woo woo woosh-bam).
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.
Hmmm. I am not sure I agree. I love Cosmic Burst, but Blazing Arrow's 80 foot range actually comes in handy in many situations and I would say I find it to be at least equal in benefit to the stun. I'll give you Power Burst. The chance for KB is not as useful as the stun. However, it is still very useful.
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*looks at the list*
Oh, right, Telekinetic Blast. *sighs* Telekinetic Blast is Power Burst that operates at 80' and animates in half the time... and has a stronger KB mag (same chance).
The woes of being an Energy Blaster.
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I am still not sure where I fall on PBs ranking amongst the tier 3s. I usually think of them as pretty equal, with the exception of Shout, and Sonic has a lot of other things going for it. Again, I wouldn't argue against increasing the KB and/or KB chance in PB, I just do not find it lacking.
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.
Well, I am a Power Push fan, so when I need guaranteed KB, I'll lower my damage output and use that, which is obviously something Rad/ doesn't have to do since it can get the stun out of CB. However, usually KB works on bosses better than that stun. OTOH, I have chosen to use PB when I, in hindsight, should have used PP and gotten killed for my hubris.
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I am still not sure where I fall on PBs ranking amongst the tier 3s. I usually think of them as pretty equal, with the exception of Shout, and Sonic has a lot of other things going for it. Again, I wouldn't argue against increasing the KB and/or KB chance in PB, I just do not find it lacking. |
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I'm late to the thread (frankly surprised at myself for not joining sooner), but wanted to add my 2 bits.
First, some personal notes (skip if you wish):
I love my Energy Blaster, but stopped playing him for the most part due to seeing him outstripped in effectiveness by others ATs. As much as I laugh when my WM/Inv Brute wades into a dozen mobs without thought and wipes them in secs while taking negligible damage, I weep for my blaster at not being close to doing the same. And then there's the perma-rage SS/Inv tanker in my blaster's SG who can walk into a huge group and practically one-shot the lot of them. I'm terrible at crunching numbers, but from my own experience, the anecdotal evidence is overhwleming. Again, just my own personal experiences. I've played a few Blasters over the years, and I like to think that I'm as tactical and effective with what I'm given as anyone else, but the tactics are a chore, not a challenge. Tactics with my Ice Dom is a challenge and enjoyable for me, but I'm doing it to be more effective and efficient, not just to survive.
Anyway... personal rant over.
This is an extreme suggestion, but just to take things in a different direction, what if, instead of increasing damage, Blaster damage was made unresistable, or at least partially so? This would effectively increase damage without raising caps. If you wanted to add a team benefit, then have the -res be partially effective for the rest of the team. A top-level Incarnate, IO'd, etc team wouldn't really need it, but in the mid to later levels, it would be quite a boon to most teams.
Granted, this would reduce the novelty and usefulness of different damage types among the sets, since not all mobs have the same resists vs all damage, but there are still many variations in power types (AOE, Drains, Holds) and secondary effects to keep them separate and different from one another.
This is just a thought and I'm sure that there are a number of things that I haven't considered, but I wanted to toss something new out there that I haven't seen so far.
This is an extreme suggestion, but just to take things in a different direction, what if, instead of increasing damage, Blaster damage was made unresistable, or at least partially so? This would effectively increase damage without raising caps. If you wanted to add a team benefit, then have the -res be partially effective for the rest of the team. A top-level Incarnate, IO'd, etc team wouldn't really need it, but in the mid to later levels, it would be quite a boon to most teams.
Granted, this would reduce the novelty and usefulness of different damage types among the sets, since not all mobs have the same resists vs all damage, but there are still many variations in power types (AOE, Drains, Holds) and secondary effects to keep them separate and different from one another. This is just a thought and I'm sure that there are a number of things that I haven't considered, but I wanted to toss something new out there that I haven't seen so far. |
To give you a hint of the problem, suppose you made 10% of blaster damage unresistable. Against a critter with no resistances that would do nothing. Against a critter with 20% resistances you'd do more damage: 90% of your damage would be resisted by 20%, and you'd end up doing 72% of your damage, and then on top of that 10% would be unresisted, giving you a total of 82% damage vs 80% if your damage was all resistable. A tiny increase.
But against a critter with 90% resistances, you'd now be dealing 90% of your damage against that resistance, dealing a total of 9% damage, and another 10% unresisted for a total of 19% of your original damage. You'd now be doing more than twice the damage you would have been doing if all your damage was resistable. That's a huge buff against a target that was *intended* to be hard to bring down. And when you start getting to things like Marauder in the Lambda itrial, things get even messier.
Another quirk to unresistable damage: if your damage ignores resistances, that also means that part of your damage will not *benefit* from resistance debuffs either. There's no real way to make damage unresistable, and yet also benefit from resistance debuffs. So in some situations, unresistable damage can actually sometimes be a penalty on blaster damage. Sonic blasters would be particularly problematic.
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The devs have said in the past that unresistable damage in PvE is not really on the table because it breaks a lot of things. The problem is that it has a small benefit against normal critters, but against critters specifically designed to be very highly resistant the benefit increases dramatically. There are special ways around that, but they themselves have complications.
To give you a hint of the problem, suppose you made 10% of blaster damage unresistable. Against a critter with no resistances that would do nothing. Against a critter with 20% resistances you'd do more damage: 90% of your damage would be resisted by 20%, and you'd end up doing 72% of your damage, and then on top of that 10% would be unresisted, giving you a total of 82% damage vs 80% if your damage was all resistable. A tiny increase. But against a critter with 90% resistances, you'd now be dealing 90% of your damage against that resistance, dealing a total of 9% damage, and another 10% unresisted for a total of 19% of your original damage. You'd now be doing more than twice the damage you would have been doing if all your damage was resistable. That's a huge buff against a target that was *intended* to be hard to bring down. And when you start getting to things like Marauder in the Lambda itrial, things get even messier. Another quirk to unresistable damage: if your damage ignores resistances, that also means that part of your damage will not *benefit* from resistance debuffs either. There's no real way to make damage unresistable, and yet also benefit from resistance debuffs. So in some situations, unresistable damage can actually sometimes be a penalty on blaster damage. Sonic blasters would be particularly problematic. |
Is there anyone here that:
a. Thinks blasters are not broken b. Does not fix the gaping holes in blaster functionality with IOs and meets both conditions at the same time? I haven't read all of the threads about blasters sucking, just curious. In my experience a scrapper with no IOs at all has comparable performance to a blaster filled with (non-purple/pvp) IOs. I guess I could be a "12 year old" idiot noob, or maybe my blasters were manufactured in Suck Town and I didnt have 20 billion influence to fix them. |
You don't need 20 billion to fix Blasters, all you need is a little more situational awareness and a little more buff bar management as well. I'm not entirely certain of the Dev's intent with Blasters, but it seems their massive damage tilt eschews longer fights where you might need defense. Maybe add some tiny status protection when under Defiance, but careful there...
Seeing how I levelled a grav/TA Controller and an Ice/Time Controller, Blasters seem like Porsche 911s. Also, as much I love to PL to 50 and so on, I'm not sure everyone is in a rush to do so. If Blasters are lagging that much in solo and team play...and I've seen a fair bit at all levels, so anecdotally it seems fine, then the Devs might need to dip into Kheldians' wells and see if they can get some form of team buff. We'll see though.
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Hahahahaha, NO. You're definitely doing something, by which I mean several things, wrong. My first 50 was all elec and when he entered PI, he was AoEing groups of red mobs.
Congratulations. I'm sincerely happy for you.
I tend to agree with Fulmens response but my response is to stop playing blasters and play controllers. My trollers don't kill stuff that quick but they stay alive and do manage to see the fight through to the end and their survivability makes them a lot more fun.
I don't get too involved in in-depth analysis of the numbers, I leave that to those like Arcanaville who are far better qualified to do that on our behalf. However, my response is an emotional response and a simple one: If I don't enjoy playing something for any reason then it's time to stop playing it - and playing blasters is simply painful for me these days. I'm all for challenges, including doing silly stuff like soloing the ITF and small team TFs at +4x8 on a variety of ATs.
However blasters don't offer anything like the flexibility to do this and simply aren't fun to play. I play this game to have fun. Blasters aren't giving me that fun no more.
That's a personal feeling and I don't impute that to anyone else but it seems germaine to the general content of this thread.
I like what the OP is trying to achieve here but sadly I don't think I've got the stomach to try it.
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