Blaster performance test.
Fun fact: Arachnos soldiers, without specializing and only using the four single target attacks that come in wolf spider, deal greater single target damage on average than a blaster who has not taken or does not possess melee attacks in their secondary.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
A comment I made about Back In The Day, in response to another comment about Back In The Day, was being misquoted as relevant to current affairs, and being used as a grand strawman. I have no problem with ceasing to talk about 2005, but then we ALL have to stop talking about the days when Scrappers were twenty times tougher.
We all OK with that?
Also, goalposts are moving back, forth, and sideways in this discussion. This is probably because THB, for instance, is discussing a different case than B_L_Angel. Shall we consider, for the purposes of discussion, maybe three different cases?
1) Minimal IO's- frankenslotting or SO's, with one or two shinies- on both sides, and possibly a level 40 case.
2) Moderately priced IO's on both sides, level 50 characters, budget of maybe half a billion or a billion inf. (I can't believe that's the price of "moderate" these days. And yet I could earn half a billion inf through near-normal play by level 40. Get off my lawn.) Pick say the "third-best" AT combination [I couldn't pick that, but maybe we can come to an agreement?]
3) Best powersets, best IO's, incarnate with whatever trimmings you choose on either side. Sky's the limit.
It may be me, but it seems like some people are talking about type 3 Blasters as compared to type 1 Scrappers. . . if we're giving the type 2 Blaster capped Range defense, then we should give a type 2 Willpower scrapper capped E/N/F/C defense. And if we're fighting the type 2 Blaster at range, we should acknowledge that it has very, very little damage advantage over a scrapper.
This can be a reasonable discussion or an unreasonable one. If the latter, I'd like to know now.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
With very few exceptions, adding melee attacks to your attack chain as a blaster will substantially improve your overall DPS. Talking about "playing your character to its best potential" and then saying you ignore blaster melee attacks is contradictory. |
Also, using THB's one particular heavily IO'd build as the shining example that "all blasters are ok" is setting some really false expectations for everyone who wants to play a blaster.
Looking at how the AT is designed to operate, balanced with the use of SOs, since that's the primary balancing metric (though designing new powersets has seemed to incorporate many possibilities). Most Blasters can and do have difficulty in reaching and staying at their full potential. Using a secondary that requires you to enter melee and yet, being virtually defensless to all the accompanying dangers of melee is mind boggling that the idea of this being an ok design.
Staying at range, with SOs only so no capping your ranged defense, because saying that Blasters are at their full potential while staying at range, ulitizing IO sets that cap their ranged defense, for one ignores the use of the secondary melee attacks, and the other, ignores the fact that you shouldn't be required to IO a build in order to work as well as other ATs that wouldn't need to use IOs.
It's like saying, hey scrappers are fine on SOs, but if you want your blaster to be just as good, get some good IO sets into him and you'll be as good as that scrapper. Use /mental and billions of inf, and you'll be better than most scrappers is not good AT design metric.
Blasters should be able to reach their full potential and not have to face such a high defeat rate for to do so. IOing should push them beyond their intended potential, that's what IO sets are meant to do.
S/L def =25%
S//L resistance = 70% HP = 2400 hp ::from dull pain and accolades:: A blaster using the ice epic S/L def = 28 % S/l Resistance = 16% HP = 1609 from frostwork and accolades the scrapper/blaster overall survivability = (def mitigation ratio)*(resistance mitigation ratio) * (hp ratio) = (.22/.25)* (.84/.30)* (2400/1600) = 3.69 3.7 is much less than 20 None of this takes into account status effects, or the fact the blaster can take a second heal and fight at range. |
Global @Diellan - 5M2M
Mids' Hero/Villain Designer Lead
Virtue Server
Redside: Lorenzo Mondavi
Blueside: Alex Rabinovich
Got a Mids suggestion? Want to report a Mids bug?
I certainly assumed so, and did my calculations based on one target.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Fun fact: Arachnos soldiers, without specializing and only using the four single target attacks that come in wolf spider, deal greater single target damage on average than a blaster who has not taken or does not possess melee attacks in their secondary.
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I'm not sure what's more amusing and easily discarded to me, Villain Epic AT's or this assessment. I'd be happy to have several GM killing races with your Hunstman vs. my Blaster. On average, I would say that my Blaster wins every time.
I'm not sure what's more amusing and easily discarded to me, Villain Epic AT's or this assessment. I'd be happy to have several GM killing races with your Hunstman vs. my Blaster. On average, I would say that my Blaster wins every time.
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That said, that's not a very good argument they presented. The two ranged single target attacks huntsmen get are out-damaged by the T1 and T2 blaster single target attacks of similar recharge and the other two attacks they're talking about are their melee ones. So they're basically saying they can out single-target damage most blasters with their four attacks as long as the blaster only uses their 3 (on average) single target ranged attacks that tend to do less damage than their melee attacks.
The point was that many blasters get a large amount of their single-target damage from melee attacks in their secondary as opposed to just from range(I hope anyway), but it really could have been worded much better.
MA Arcs: Yarmouth 1509 and 58812
So they're basically saying they can out single-target damage most blasters with their four attacks as long as the blaster only uses their 3 (on average) single target ranged attacks that tend to do less damage than their melee attacks.
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On a related note, blaster melee attacks are actually pretty poor in a void, because their melee damage modifier is lower than their ranged damage modifier. They have the same melee modifier as VEATs do. The reason why blaster melee attacks are good in general is because they tend to be powers with high recharge values and low animation times, and because it's not hard to beat the DPA of the blaster attacks that aren't outliers.
If I add secondaries to the equation, I'll cease to be displaying that blasters are underpowered and will only be showing that VEATs are overpowered, and at that point I'd be derailing the thread even more than I already have.
Speaking of which, sorry about that.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Sets have to be balanced against each other. This isn't debatable. We can't speak of only the maximum in a discussion that also has to include the minimum, and most importantly the average.
It's not just a personal claim though. I don't and can't do anything that anyone else couldn't do if they wanted to- Anyone can make a Blaster exactly like mine. It's not exploitative, I'm not using any secret tricks or doing anything that I haven't shared with the community, and I don't have any information that isn't available to everyone else.
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I'm going to be blunt. Drain Psyche is a poster child for powers that get nerfed. People acting like you do with regards to it help get them nerfed, because game devs don't like to see opinions like yours appear. "There are many choices, but this is the right one, because it's the only one that gives you these capabilities." One right choice is never deemed a good thing by devs who offer many choices. If one choice is always unambiguously superior, it's always a prime candidate for the bat.
Do you know what precipitated Shield Charge being nerfed at the specific time it happened? It was a thread titled "Why play anything but /Shield?" Castle saw that, posted in the thread "are you guys going to make me look into this," looked into it, and discovered long-standing errors in the power that were why it was so powerful. That's exactly the kind of tone your posts sets for Blasters and Drain Psyche.
You've posted in the "Blasters in Modern CoH" thread about how you think that all blaster powersets should be brought up to par with Drain Psyche, but based on past and ongoing behavior, I find the likelihood of them giving all Blasters something that powerful radically unlikely. I hope Blasters get improved, and will argue for it, but I expect something far less radical, which would leave DP as an outlier, and I would not be shocked if it got changed.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
5 Sets of Thunderstrike = 18.75 def ranged
4 Sets of Mako's bite = 15% def ranged Weave, hover, maneuvers = 11.7% all ___ 45.5 % def ranged ::shrugs:: couple hundred million tops ? |
Do you always like wasting powers and slots for the sake of set bonuses? I have a range soft cap blaster and I certainly didn't need 4 sets of makos to get there lol go waste more time though.
edit: I'm just gonna post my build with range soft cap to prove you don't have to waste power picks and slots on powers your never gonna use.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Devices
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Power Pool: Medicine
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Flares -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(3), Thundr-Acc/Dmg(3), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(5), Thundr-Acc/Dmg/Rchg(7)
Level 1: Web Grenade -- Acc-I(A)
Level 2: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/EndRdx(7), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(11), Thundr-Acc/Dmg/Rchg(11)
Level 4: Fire Ball -- BlastersW-Acc/Dmg(A), BlastersW-Dmg/Rchg(13), BlastersW-Acc/Dmg/Rchg(15), BlastersW-Acc/Dmg/EndRdx(15), BlastersW-Acc/Dmg/EndRdx/Rchg(17), BlastersW-Rchg/Dam%(17)
Level 6: Rain of Fire -- Acc-I(A)
Level 8: Hasten -- RechRdx-I(A)
Level 10: Targeting Drone -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(23), GSFC-ToHit/Rchg(25), GSFC-ToHit(25), GSFC-Build%(27), GSFC-ToHit/EndRdx(27)
Level 12: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/EndRdx(13), AdjTgt-ToHit/Rchg(42), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-EndRdx/Rchg(43)
Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(43)
Level 16: Boxing -- Empty(A)
Level 18: Blaze -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(19), Thundr-Acc/Dmg(19), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(21), Thundr-Acc/Dmg/Rchg(23)
Level 20: Cloaking Device -- LkGmblr-Rchg+(A), EndRdx-I(43)
Level 22: Tough -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(37), ImpSkn-EndRdx/Rchg(37), ImpSkn-ResDam/EndRdx/Rchg(40), ImpSkn-Status(42)
Level 24: Weave -- RedFtn-Def(A), RedFtn-EndRdx(29), RedFtn-Def/EndRdx(29), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31)
Level 26: Hover -- LkGmblr-Rchg+(A)
Level 28: Trip Mine -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(33), C'ngBlow-Acc/Rchg(33), Erad-Dmg(33), Erad-Acc/Rchg(34), Erad-Acc/Dmg/Rchg(34)
Level 30: Fly -- Zephyr-ResKB(A)
Level 32: Blazing Bolt -- ExecCtrt-Stun%(A), ExecCtrt-Dmg/Rchg(34), ExecCtrt-Acc/Dmg(36), ExecCtrt-Dmg/EndRdx(36), ExecCtrt-Dmg/ActRdx(36), ExecCtrt-Dmg/Rng(37)
Level 35: Aid Other -- Empty(A)
Level 38: Aid Self -- Numna-Regen/Rcvry+(A), Numna-Heal(39), Numna-Heal/EndRdx(39), Numna-EndRdx/Rchg(39), Numna-Heal/Rchg(40), Numna-Heal/EndRdx/Rchg(40)
Level 41: Bonfire -- KBDist-I(A)
Level 44: Fire Shield -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(45), TtmC'tng-ResDam(45), TtmC'tng-ResDam/EndRdx(46), TtmC'tng-EndRdx(46)
Level 47: Gun Drone -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-Dmg/EndRdx(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50), ExRmnt-+Res(Pets)(50)
Level 49: Rise of the Phoenix -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------
Level 2: Swift -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), EndMod-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Defiance
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
tl;dr I used ninja run and shadow maul so this is now completely pointless and nothing interesting or potentially useful can be had from this thread for anyone. Got it. Move along.
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If you want to present meaningful data about the base ability of two characters, you stick to the base abilities of the two characters and try to keep all other variables as equal as possible, without including abilities not available to all with access to those characters.
Interesting results, maybe... potentially useful, maybe... to those that don't care much about quality of your numbers. As interesting and as useful as if the experiment was conducted as properly as possible... absolutely not.
It's not exploitative in the sense that you aren't using some bug to do it. You are taking ruthless advantage of something that's radically outside the normal capabilities of a Blaster.
I'm going to be blunt. Drain Psyche is a poster child for powers that get nerfed. People acting like you do with regards to it help get them nerfed, because game devs don't like to see opinions like yours appear. "There are many choices, but this is the right one, because it's the only one that gives you these capabilities." One right choice is never deemed a good thing by devs who offer many choices. If one choice is always unambiguously superior, it's always a prime candidate for the bat. |
Rage is definitely more powerful out of the box. So is just about every Warshade power. Calling for nerfs because something shines on a very high budget isn't something that makes sense to me. Anyone that's able to use it in such an overpowered sort of way put a lot of effort into their build to get it that way and I don't think they deserve to be punished. If that was the case, Sleet should be nerfed because it can be stacked, Heat Loss should be nerfed because it can be made perma, not to mention Phantom Army.
Says the guy who was whining over me using Ninja Run. Oh noez Ninja Run is so OP. I see you've run out of crappy reasons for trolling my thread so now you're just posting broad generalizations that I don't even give the slightest **** about.
If it was permanent out of the box, I'd agree with you. The fact is that without IO's it's really not that great of a power. It has a very small radius, a tohit check, a short duration and a long recharge. As a personal survivability tool it's useless without other forms of mitigation layered with it. I would say that something like Soul Drain is actually much more powerful out of the box.
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Let me be absolutely clear: I'm not going to be PMing the devs asking for DP to be nerfed. I'm trying to make clear to you that your behavior is just the kind of thing that can precipitate it. Now, that's hardly to say that the devs couldn't decide to change it without that kind of input, if they thought it needed it - they aren't slaves to forum trends. But if you're actually successful in convincing readers that the only way to go for a high-end survivable Blaster is /Mental, and DP is why, then you're certainly recreating conditions that have lead to adjustments in the past.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
Urchin: You're welcome to your opinion that unless everything is perfect, it is completely valueless. I will apply that standard to your posts.
In actual news: I just had a VERY interesting run. Characters are L15, on a L21 large team doing one radio mission per character. In about the same time [20 minutes +/- 1] the Blaster gained nearly half a level more than the Scrapper- maybe 50% more XP. The enemies were the same [Warriors], and the rest of the team was nearly identical (I swapped characters on the same team.) The missions were different (Blaster one was a warehouse with three ambushes), and the mission owner levelled in the second mission, but I think there were two critical differences: 1) Teamwipe in second mission adding a couple minutes to the mission and 2) I was hitting 2-3 people with the Shadow Maul/Sands of Mu combo vs. hitting 5-10 with Psychic Scream/Energy Torrent . And I think 1) was strongly influenced by 2). On an 8-person team you wouldn't expect one blaster to make that much difference, but it did. There may just not be a lot of other AOE around at that level.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
How powerful something is "out of the box" is only part of the picture. Shield Defense isn't that hot without IOs either, yet there was a pervasive message on the forums that if you were going to build out with IOs, if you care about maximum performance you should use Shield Defense as your foundation. That's the same fundamental message you're giving about */Metnal and Drain Psyche. And you aren't just mentioning here and there and moving on, you're parading it in people's faces in multiple threads, and breaking out posts like "lol [yourcharacter]
Let me be absolutely clear: I'm not going to be PMing the devs asking for DP to be nerfed. I'm trying to make clear to you that your behavior is just the kind of thing that can precipitate it. Now, that's hardly to say that the devs couldn't decide to change it without that kind of input, if they thought it needed it - they aren't slaves to forum trends. But if you're actually successful in convincing readers that the only way to go for a high-end survivable Blaster is /Mental, and DP is why, then you're certainly recreating conditions that have lead to adjustments in the past. |
Except proclaim "lolveats".
I don't see you in other threads telling people they should use those powersets.
Whatever man. I'm done.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
I'll drop a note in here about my Energy/Fire blaster, since come Tuesday I'll likely be starting my Staff/(I am leaning towards DA or Invuln) scrapper.
Pretty smooth run so far. I had one death pre-10 in a safeguard mission on the bank robbing boss and a bunch of close calls. Ran the new Atlas content up to level 8, then did some scanners and the safeguard in KR to hit lvl 9. I ran a DFB with XP turned off, but netted a few useful SOs and the end recovery power (unfortunately my FRAPs freaked out and I couldn't record much of this).
Leveled from 9-10 doing the Negotiator badge mission and one or two other Tony Kord missions (started running with a MM after Negotiator, worked well letting them mostly take the alphas). Went from 10-11 running the first two missions of the Midnighter arc with that MM. Soloed the next two missions to go from 11-12.
At level 12 I enhanced up with DOs; I had made plenty of money off the market selling salvages and recipes cheap. Then I ran Posi (part 1 and 2) with XP turned off. Solid team, fun run.
Ran some scanners to get from 12-13 and then joined a MM from the Posi run for a couple of their missions which got me from 13-14. Things are definitely quicker and easier when teamed. Ran a scanner vs CoT at 14 and got whacked once; I tried to rush into a spawn before my inspires ran out and I didn't make it. Hit level 15 on a scanner vs. Vahz where I made the same mistake and tried to rush a boss spawn hoping to have 2 purples up, but ended up only have 1. Insta-splat; restocked on inspires at the hospital and won (although it was still close because I was conservative in the use of my inspires early in the fight).
Easy scanner vs. Outcasts and then the KR safeguard got me to 16 (sadly the skulls cap at level 14, so they were too easy). Got a team of 3 blasters and 1 controller together for Who Will Die part 1, nearly died on the run out of mission 1. Near team wipe during the ambushes of mission 2, the controller DCd right in the middle of them, but one of the blasters leveled at that time and then the other two of us used Return to Battle to finish the mission. It was highly entertaining. Mission 3 went OK, the blaster who lived through mission 2 ended up as the ambush target here and joined us in defeat, but by then the enemy was mostly gone and the other three of us finished it fine. I dinged 17 in that last fight.
Since I had a good team, I suggested we run Synapse, the others agreed and I found a few more to join. At this point I caved and chose to leave XP on; if I am going to kill all clocks, kill all clocks, kill all clocks, kill all clocks, I am getting the full rewards! Fabulous run, we had two 50s (tanker and stalker), at the start I was 17, we had a 19 controller, a 16 defender, and a mid 20s dominator. I ended up at 21 when we finished.
Before I level anymore, I am considering running a 15-20 arc through Ouro and then I may run Peebles and the 20-25 warrior arc. I have been keeping up on my DOs, I don't keep them all maxed out, but I did make them level 16 and they are now level 21. I have kept my diff on base, except I turned bosses on around level 7 or 8. There are just too many close calls as I am running to feel comfortable turning it up yet. When I get SOs I expect to change my diff to +1 / x2 and see how it works.
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 don't see you in other threads telling people they should use those powersets. Whatever man. I'm done. |
So you take 4 melee powers and 6 slot them with makos then advocate that a blaster should stay at range to keep safest O.o.
Do you always like wasting powers and slots for the sake of set bonuses? |
It's capped to S/L, energy, and is within one small purple for ranged and (almost) AoE. It could definitely be optimized further, but I was just trying to make one fast iteration to prove that high defense on a blaster does not have to come at the expense of global utility. Also, the powers are in a completely ridiculous order.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Mace Mastery
Hero Profile:
Level 1: Flares
- (A) Thunderstrike - Accuracy/Damage
- (40) Thunderstrike - Accuracy/Damage/Recharge
- (40) Thunderstrike - Damage/Endurance
- (A) Enfeebled Operation - Accuracy/Recharge
- (5) Enfeebled Operation - Accuracy/Endurance
- (5) Enfeebled Operation - Accuracy/Immobilize/Recharge
- (7) Enfeebled Operation - Accuracy/Immobilize
- (A) Thunderstrike - Accuracy/Damage
- (3) Thunderstrike - Damage/Endurance
- (3) Thunderstrike - Damage/Recharge
- (36) Thunderstrike - Accuracy/Damage/Recharge
- (39) Thunderstrike - Accuracy/Damage/Endurance
- (39) Thunderstrike - Damage/Endurance/Recharge
- (A) Detonation - Accuracy/Damage
- (7) Detonation - Damage/Endurance
- (9) Detonation - Damage/Recharge
- (9) Detonation - Accuracy/Damage/Endurance
- (21) Detonation - Damage/Endurance/Range
- (A) Kinetic Combat - Accuracy/Damage
- (31) Kinetic Combat - Damage/Endurance
- (31) Kinetic Combat - Damage/Recharge
- (34) Kinetic Combat - Damage/Endurance/Recharge
- (A) Defense Buff IO
- (A) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance
- (11) Kinetic Combat - Damage/Recharge
- (15) Kinetic Combat - Damage/Endurance/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (17) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (17) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (19) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (A) Steadfast Protection - Resistance/+Def 3%
- (15) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Adjusted Targeting - To Hit Buff/Recharge
- (19) Adjusted Targeting - Recharge
- (A) Superior Blaster's Wrath - Accuracy/Damage
- (34) Superior Blaster's Wrath - Damage/Recharge
- (34) Superior Blaster's Wrath - Accuracy/Damage/Recharge
- (37) Superior Blaster's Wrath - Accuracy/Damage/Endurance
- (37) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge
- (40) Superior Blaster's Wrath - Recharge/Chance for Fire Damage
- (A) Luck of the Gambler - Defense/Endurance
- (21) Luck of the Gambler - Defense
- (25) Luck of the Gambler - Recharge Speed
- (A) Luck of the Gambler - Defense
- (23) Luck of the Gambler - Recharge Speed
- (23) Luck of the Gambler - Defense/Endurance
- (A) Detonation - Accuracy/Damage
- (25) Detonation - Damage/Endurance
- (27) Detonation - Damage/Recharge
- (29) Detonation - Damage/Range
- (29) Detonation - Accuracy/Damage/Endurance
- (A) Thunderstrike - Accuracy/Damage
- (27) Thunderstrike - Damage/Endurance
- (31) Thunderstrike - Damage/Recharge
- (46) Thunderstrike - Accuracy/Damage/Recharge
- (48) Thunderstrike - Accuracy/Damage/Endurance
- (50) Thunderstrike - Damage/Endurance/Recharge
- (A) Efficacy Adaptor - Accuracy/Recharge
- (37) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (A) Recharge Reduction IO
- (A) Obliteration - Damage
- (33) Obliteration - Accuracy/Recharge
- (33) Obliteration - Damage/Recharge
- (33) Obliteration - Accuracy/Damage/Recharge
- (43) Obliteration - Accuracy/Damage/Endurance/Recharge
- (50) Obliteration - Chance for Smashing Damage
- (A) Cleaving Blow - Accuracy/Damage
- (36) Cleaving Blow - Damage/Recharge
- (36) Cleaving Blow - Damage/Endurance
- (A) Scirocco's Dervish - Accuracy/Damage
- (39) Scirocco's Dervish - Damage/Recharge
- (42) Scirocco's Dervish - Accuracy/Recharge
- (43) Scirocco's Dervish - Damage/Endurance
- (46) Scirocco's Dervish - Accuracy/Damage/Endurance
- (A) Luck of the Gambler - Defense
- (42) Luck of the Gambler - Recharge Speed
- (42) Luck of the Gambler - Defense/Endurance
- (A) Blood Mandate - Accuracy/Damage
- (45) Blood Mandate - Damage/Endurance
- (45) Blood Mandate - Accuracy/Endurance
- (45) Blood Mandate - Accuracy/Damage/Endurance
- (46) Blood Mandate - Accuracy
- (48) Blood Mandate - Damage
- (A) Basilisk's Gaze - Accuracy/Hold
- (48) Basilisk's Gaze - Accuracy/Recharge
- (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
- (50) Blessing of the Zephyr - Knockback Reduction (4 points)
Level 2: Swift
- (A) Run Speed IO
- (A) Healing IO
- (A) Jumping IO
- (A) Performance Shifter - EndMod
- (43) Performance Shifter - Chance for +End
- (A) Empty
Level 1: Sprint
- (A) Empty
- (A) Empty
There are no hard iTrials, only hard peo-... er... wait.
Are you saying that people who don't play their characters to their best potential should do as well as people who do ?
If you want to play a blaster like a scrapper, just play a scrapper. Don't go complaining that a blaster isn't as good a scrapper as a scrapper.
Talking about "playing your character to its best potential" and then saying you ignore blaster melee attacks is contradictory.