Opinions requested: Weakest Primary/Secondary and least synergy
I'd have to differ on that.
No other secondary has a PBAoE attack that can be stacked multiple times that can deal 400-500 damage per application. No other secondary has a built in crashless, half strength, nuke that can be placed with near perfect safety using the tools that are in that secondary and detonates with the blaster potentially out of line of sight of the mobs or even entirely out of range of the mobs. |
If we're going to talk about "potential" then your competition is the potential damage buff of Soul Drain, which when saturated is +150% damage that is up about half the time with SO slotting. That net damage increase is far more damage than Trip Mines itself can put out.
/Fire, meanwhile, is not just using one power to compete with Trip Mines: its using Burn, Fire Sword Circle, Blazing Aura, and Combustion, plus Build Up, to compete with the entirety of /Devices on offensive output.
On SOs alone a /devices blaster can layout 3 mines in 51 seconds (without hasten) that will deal 1137-1461 damage in less than 1 second to a 16 mob spawn without the blaster being subject to even a single return shot (if the blaster properly uses the terrain). So the /devices blaster can layout a field that will wipe out entire spawns except for bosses (which should go down with a single application of the tier 3 blast after the triple boom) without being exposed to a single point of return damage. That sounds like both huge offense and huge defense to me (and that's the way that it works for my Arch/Dev). By your own estimate you could wipe out 2, 16 mob spawns (without using inspirations) in the time it takes for any other SO'd level 50 blaster to return from the hospital once (actually you can start doing that at level 31 as soon as you have trip mine 6 slotted). The only time I die on a /devices blaster (post trip mine) is when I get sloppy because I've gotten impatient. So I don't follow your reasoning. |
So unless you think its just self-evident, I don't see you making a case that /Devices actually has more total offense than Fire or Dark, or more mitigation than Ice or Mental. You're just listing the best case scenario for /Devices. That best case scenario is pretty good, but everyone's best case scenario is pretty good. The best case scenario for Energy is keeping three to four bosses almost permanently inert with stuns and the KB from power thrust. I've done it before myself.
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I was gonna argue for Psi/Ice, but I can't honestly say Psi/Dev is going to be any less bad.
Triple negatives, that's how I roll. /em cabbagepatch
I am not seeking your validation. I do not agree with your reasoning, primarily because you are not comparing the sets. You seem to be offended because I chose one of your favorite sets for this alt. I do not intend to argue the point further with you.
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I just believe that you will be back again in a few weeks looking for a new pairing simply because this combination won't provide the challenge you seemed to be seeking in your first few posts unless you purposely play it badly which also appears to go against your first few posts.
I could be reading you incorrectly.
-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
Don't hear much about */Ice. I would guess Energy/Ice would be truly atrocious synergy, but too safe for my tastes. I'm looking for weak in offense and defense.
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I've found */Ice, and Energy/Ice for that matter, to be one of the most survivable blaster sets on SOs alone, and it gets even better with IOs (ranged def cap).
And I'm not just saying that because my main is Energy/Ice.
All the KB knocks them to range, Shiver keeps them there and seriously debuffs their recharge -- so they're ineffectively trying to run toward you. If any do make it into melee range, Ice Patch knocks them down and CE debuffs their damage (as well as what's left of their recharge).
Just pretend that Frozen Aura doesn't exist and you're golden.
My reasoning compared /Devices to other sets. Yours doesn't. Under ideal conditions, /devices can do what you describe. But that's with cherry picked situations. The targets you don't kill, like say bosses, have only a 50% chance of being knocked. And after that, your mitigation drops to zero for that minefield and it comes down to the defensive strength of the other powers in the set. /Ice can perma Ice patch and get good mitigation against minions, LTs, *and* Bosses. And if we're talking about best case potential, then the best case potential for Drain Psyche by itself is +1500% regen. That's on top of the incremental mitigation of WoC and Psychic Shockwave. And once again, Drain Psyche's regeneration works as mitigation against bosses.
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I'm not talking about cherry picked situations. It's not all that hard to consistently set up 3 mines in such a way that you destroy or damage a majority of a spawn. All you have to do is place caltrops in such a way that the spawn bunches up enough that the mine detonations catch most or all of them. That's a trick that you can learn pretty quickly.
I can pop out from cover and use an AoE or 2 to finish off what is left with perhaps the exception of the boss. Some of the mobs will be running because too many of them took too much damage too quickly and I can assess that and either use ranged attacks to finish off runners or let them run while I deal with a more serious threat and just finish them off when they get back.
Even after my mine field is gone I can still keep what is left (including the boss unless it's immune to slows) at range indefinitely simply by backing up and dropping caltrops again (and again if need be). Which iirc you have said that keeping mobs at range is like reducing damage by ~40%.
Since blasters are usually defeated by taking too much damage and being mezzed I see a lot of potential value in the 3 mine field. I can greatly reduce the enemy alpha by eliminating a large portion (or all of it) before they ever launch their Alpha. I reduce incoming mez the same way. Trip Mines and Caltrops still function even if I mess up my pull and get hit with an Alpha mez. That gives me time to use the tier 1 & 2 primary and tier 1 secondary without the remainder of the spawn reaching melee range or perhaps until the mez wears off and I can move again.
So unless you think its just self-evident, I don't see you making a case that /Devices actually has more total offense than Fire or Dark, or more mitigation than Ice or Mental. You're just listing the best case scenario for /Devices. That best case scenario is pretty good, but everyone's best case scenario is pretty good. The best case scenario for Energy is keeping three to four bosses almost permanently inert with stuns and the KB from power thrust. I've done it before myself. |
Could our perception of /devices be off as far as it is with blaster weaknesses? Is that the reason devices has languished so long without an update other than gun drone? The player base thinks it "sucks" but dev numbers and data give the lie to that perception?
Is the safety and burst damage from Devices actually worth the trade off for the time it takes to use it? Does it save enough return trips from the hospital to equate?
-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
Whaaaaat?
I've found */Ice, and Energy/Ice for that matter, to be one of the most survivable blaster sets on SOs alone, and it gets even better with IOs (ranged def cap). And I'm not just saying that because my main is Energy/Ice. All the KB knocks them to range, Shiver keeps them there and seriously debuffs their recharge -- so they're ineffectively trying to run toward you. If any do make it into melee range, Ice Patch knocks them down and CE debuffs their damage (as well as what's left of their recharge). Just pretend that Frozen Aura doesn't exist and you're golden. |
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
Sure it doesn't have a lot of use in a team setting, and laying down mine patches with caltrops fields can feel very tedious, but it's like playing the original version of a stalker who's assassin's strike does AoE damage. That's also kind of why I really wish the recent AS changes could somehow be carried over to Trip Mine and Time Bomb to give them some use when in-combat; those powers are even more useless than AS was when you're in a fight.
MA Arcs: Yarmouth 1509 and 58812
Then it's possible that /devices wasn't the best choice for a secondary. Say what you will about the set, and lord knows I've complained about parts of it, but it's an incredibly safe powerset to use if you play to its strengths.
Sure it doesn't have a lot of use in a team setting, and laying down mine patches with caltrops fields can feel very tedious, but it's like playing the original version of a stalker who's assassin's strike does AoE damage. That's also kind of why I really wish the recent AS changes could somehow be carried over to Trip Mine and Time Bomb to give them some use when in-combat; those powers are even more useless than AS was when you're in a fight. |
Energy Manipulation - Stuns, mega damage, strong utility. No go here
Fire Manipulation - Not the safest set in the world, but a whole lot of AoE damage
Electrical Manipulation - See Energy Melee
Mental Manipulation - lol; Whatever else this set is, it is not weak in anything
Ice Manipulation - Too much control. Damage is weak for sure, but it's very safe. Kind of the opposite of its brother Fire Manipulation.
Dark Manipulation - I thought about this one, but folks talked me out of it. It's a safe set with debuffs, good damage, and OK controls.
Devices - Controls are OK. Defense is good. Damage is OK. It's not great. Set-up time has to factor in.
Look the alt is only level 6. I'm willing to be convinced I made a mistake. Among the alternatives, which do you think is the weakest?
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
Look the alt is only level 6. I'm willing to be convinced I made a mistake. Among the alternatives, which do you think is the weakest?
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That said, considering the impact debt and hospital runs can have on leveling, the turtle may be the winner. But I bet the feeling is more important in this case than the results.
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.
Devices - Controls are OK. Defense is good. Damage is OK. It's not great. Set-up time has to factor in.
Look the alt is only level 6. I'm willing to be convinced I made a mistake. Among the alternatives, which do you think is the weakest? |
If you really want to play a 'hard mode' character try limiting your intended playstyle. Like make a range-only psi/em, or melee only rad/elec ... or honestly just keep on playing the psi/dev and don't do the whole mine field thing (or stealth most of your missions). As wonky as the blaster secondaries are they do all seem to have their effective niche, though some of them may be small.
MA Arcs: Yarmouth 1509 and 58812
Is the safety and burst damage from Devices actually worth the trade off for the time it takes to use it? Does it save enough return trips from the hospital to equate?
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A video would be helpful in analyzing exactly how much damage mitigation and DPS that tactic generates across many consecutive spawns.
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I'm not really trying to say you made a mistake or anything, just that is you're remotely patient the set is very safe once you get trip-mines (also very boring if you do lay mine-fields without the right temperament).
If you really want to play a 'hard mode' character try limiting your intended playstyle. Like make a range-only psi/em, or melee only rad/elec ... or honestly just keep on playing the psi/dev and don't do the whole mine field thing (or stealth most of your missions). As wonky as the blaster secondaries are they do all seem to have their effective niche, though some of them may be small. |
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
So. How goes the fun EG?
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.
Good day all, I will be starting a new alt soon and I'm looking for opinions. This thread has nothing to do with the general issue of changing Blasters. I am not doing this to prove or disprove anything about Blaster performance. I'm just looking for a "hard mode" experience.
My last Blaster project was a Energy/Devices and I was unimpressed with the project because the combo would up being more effective than I would have hoped. I'm looking for some help. Right now, I'm considering Electric/Fire, but would be open to suggestions. I should note, that I do intend to play whatever combo to the best of my abilities and to build it with a reasonable, but not top tier invention build. |
Hands down Elec/Dev.
AR/DEV can at least stack taser + beanbag against bosses.
Edit: My first 40 level toon was an AR/DEV blaster. Man I miss those days....I probably will level up another one. Stacking trip mines all over the place is fun though!
I actually hadn't planned on taking trip mine anyway. I like the thrill of attacking a spawn directly. I hope to be able to play this alt at +0/x8 eventually. That's going to take some work, but it will probably be more fun than my godmode Fire/Shield Scrapper.
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Extra damage was available with huge setup time, which got to be very annoying. Devices on the whole was very "defensive". Caltrops, all by itself, was huge amounts of mitigation, but after several respecs, I found that my toon only had 3 powers from the secondary that were being used, and one was web grenade, which I dont like much either. Basically, Devices is the most "lacking" in synergy within it's own set, and depending on your playstyle, will not even be fully leveraged, especially on teams.
I came too late to the thread to offer my choice, but would share it anyway. If this were my project, Electric/Devices would have been at or near the top of the list. Electric blast wants to be in melee range, while devices will create separation in a spawn. The lack of a buildup in devices, lack of a T3 blast in electric, and lack of any way to boost short circuit's draining abilities would make for a very "un-wieldy" combination in my mind. I think Psi has a measurably higher amount of control than Electric as well, but I cannot seem to play Psi blast for long due to the sound effects.
Let us know how this project goes
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Here's a thought... Roll an en/kin corruptor. Kin's buffs/heal/end mod powers are great and all but with energy you will often find your target KB'd away without the buff having any effect on you. Trust me on this one...
Psi Blast receives a bad rep, but it actually works well with Devices. Caltrops allows you to create distance and take advantage of Psi Blast's range. Also, Psi Blast's secondary effect is more useful solo wise than Elec. Psi has a sleep where you can then toe bomb safely. You can also stack stuns with Psi Blast + Devices, while Elec...can yeah...
Psi Blast receives a bad rep, but it actually works well with Devices. Caltrops allows you to create distance and take advantage of Psi Blast's range. Also, Psi Blast's secondary effect is more useful solo wise than Elec. Psi has a sleep where you can then toe bomb safely. You can also stack stuns with Psi Blast + Devices, while Elec...can yeah...
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Toe bombing works in large groups as well, you just have to get in front of your tank. Using SG and CD + SS will allow you to get the job done easily too, you just have to time it right and the tank will hit his taunt so you don't get the return volley. It's not like that's any different than with any nuke anyway (but with only about 500 damage).
Overall, no it's not fire/fire, but it will make for a pretty decent set IMO.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
Dual pistols/devices
You do low damage of only smash/lethal unless you want damage over time effects of 1 and a further lowering of damage(due to using toxic or fire because they are so uber) combined with a very poor range(only one attack has a range of 80 and its a single target stun which does minor damage everything else is ranged 40)...and you will be using devices that actualy have a longer range...but not much to actualy support your attacks.
And of course these two sets use alot more energy then most other sets.
So thats what I suggest.....
I see that Psi was chosen instead....with its longer range...and less energy consumption....I dont think I would consider that a poor set....unless you are only considering how Its Two Extreme damage attacks have trouble killing even level enemies....or how the devolopers lowered the Psionic Lances Range and upped its energy cost while reducing its damage.
So thats what I suggest.....
I see that Psi was chosen instead....with its longer range...and less energy consumption....I dont think I would consider that a poor set....unless you are only considering how Its Two Extreme damage attacks have trouble killing even level enemies....or how the devolopers lowered the Psionic Lances Range and upped its energy cost while reducing its damage. |
The complaints about Blaster psi blast did figure into my decision.
The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.
I've personally found that combo to be pretty effective even before I tricked it out with IOs.
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My Sonic/Fire is a pirate and is definitely enjoyable.
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.
If you can ignore things like "some mobs move faster than others" and "not everyone's going to be in the blast radius" I can ignore things like "I don't get perfect spawns everytime".
I can get about six sets of ten even-con minions in that same 51 seconds , no aim/buildup, on a Fire/* blaster. If it's Fire/Mental I might be able to get +1s without dying.
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