Ultimate Blaster?
3) Long t3 blast syndrome. Top blaster performance revolves around their t3 blast, when the t3 blast takes twice as long to animate than what you're trying to compete with, it's not going to go well.
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The reason why Beam Rifle's single target damage is competitive with fire's is because of bonus damage from disintegrate. Effectively, fire and beam both have a secondary effect that boosts their damage.
-Beam Rifle DPA with disintegrate active-
Single Shot: 52.66
Charged Shot: 63.85
Disintegrate: 63.98
Lancer Shot: 75.36
-Fire Blast DPA-
Flares: 53.19
Fire Blast: 50.1
Fire Ball: 66.35
Rain of Fire: 55.76
Blaze: 159
Lancer shot's animation time is not long unless you have the idea that any animation that is two seconds or higher is long. Lancer shot is the highest DPA attack in the set.
The reason why Beam Rifle's single target damage is competitive with fire's is because of bonus damage from disintegrate. Effectively, fire and beam both have a secondary effect that boosts their damage. -Beam Rifle DPA with disintegrate active- Lancer Shot: 75.36 -Fire Blast DPA- Blaze: 159 |
Lancer shot's animation time is not long unless you have the idea that any animation that is two seconds or higher is long. Lancer shot is the highest DPA attack in the set.
The reason why Beam Rifle's single target damage is competitive with fire's is because of bonus damage from disintegrate. Effectively, fire and beam both have a secondary effect that boosts their damage. -Beam Rifle DPA with disintegrate active- Single Shot: 52.66 Charged Shot: 63.85 Disintegrate: 63.98 Lancer Shot: 75.36 -Fire Blast DPA- Flares: 53.19 Fire Blast: 50.1 Fire Ball: 66.35 Rain of Fire: 55.76 Blaze: 159 |
I would say Fire/Fire in my opinion would be the Ultimate Blaster combo.
becasue you have way more area of effect hits then using MM and you get two auras that actualy slow the targets.....
So while someone is using MM...the enemies run.....while someone is using Fire Manipulation the enemies are going super slow and not getting away.
Sure the Arrows getting a final attack that basicaly costs no energy has no endurence crash and fast recharge....is fairly bogus and the Fire one Has an Endurence Crash, point blank range, is interuptable takes a huge chunck of energy which is annoying.
But overall your best killing performance if going to be with a Fire/Fire Blaster.....where you can fly in with two auras going...lay down burn/do a fireball a bunch of other area of effects and keep going...you dont have wait for a recharging power much.
Plus Fire/Fire has Phoenix and a way to get energy back right off....not some lame it increases energy recovery thing....
And Fire/Fire lets you do the Ultimate super Explosion Combo, that will annihilate pretty much any targets....combination of the the last power in the fire blast set followed by self destruction followed by rise of the phoenix and if you are incarnate you can follow up with another huge blast.
So yah i am sure arrows can kill even level minions or lieutenants quite well....but a fire/fire kills bosses and elite bosses in big groups....Fire/fire stands next tothe tanker and everything just dies...fire/fire joins a team and the other team members comment how the team is steam rolling everything.
Both are ridiculously awesome. In some cases Fire is much better due to the speed of delivery; sure its only a second or two, but I have seen plenty of arrows land on things teammates have already made dead and I have seen plenty of Archers (including my own) compensate by moving ahead and taking the next spawn and playing leap frog with the team.
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First, Fire's nuke has around 4 times the base recharge if I'm remembering correctly. Second, it already wrecks your endurance and your recovery every time you use it, and Burnout has a massive endurance penalty.
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I can immobilize a spawn and jump in the middle of it with soft-capped defense and let my 2 damage auras and PBAoEs wreck them in seconds flat.
FSC, Fireball and Combustion take them down to a sliver of health, which is handled by my damage auras. Throw in a Blaze for a boss and I'm on to the next spawn.
No Drain Psyche for Fire/Fire, but I do have Aid Self for topping up between fights.
Is it the "ultimate" blaster? I don't know, I do know it's pretty damn devastating though.
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. |
Blaze is where EVERY set gets trounced by fire. This shouldn't surprise anyone.
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-Beam Rifle DPA with disintegrate active-
Lancer Shot: 75.36
Archery
Blazing Arrow: 81.68
And that is on a relatively poor ST set. That doesn't need to set up disintegration to do its damage first.
As much as I liked ROA nuking things, I ended up playing my fire blaster much more because Blaze is just that awesome. With archery you have to be first into the spawn if you want RoA to do much other than finish off some LT's and damage some bosses. On fast teams with equally fast players I found my only option was to pretty much ditch out on finishing off the last spawns bosses to get ahead and have the upwards of 5-6 seconds in animation time getting Aim/BU/ROA to cast before anyone else got there, where on my fire blaster I could help a lot with bosses thanks to the awesomeness that comes from having blaze up every 3 ish seconds and still be at the next spawn with everything else hitting Fireball/Breath to melt the weaker foes.
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So even if archery can theoretically be a bit better, the fire playstyle is simply faster and more fluid. You're not constrained by certain factors that affect archery. And this freedom makes fire #1 in my book.
Did you guys account for the fact that Beam Rifle also has a -13% resistance debuff?
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Archery
Blazing Arrow: 81.68 And that is on a relatively poor ST set. That doesn't need to set up disintegration to do its damage first. |
So, saying that Beam's tier 3 does less DPA than one of the better tier 3s, is not really saying much. Even without disintegration, Lancer is slightly better than most other tier 3s, as a matter of fact it ranks 5th, just behind Blazing Arrow (and stays at 5th, just behind BA even after disintegration, although with dis and the -res from Piercing, it would move ahead of Blazing Arrow ever so slightly at 85.16).
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.
Except Blazing Arrow is actually one of the best tier 3 attacks for DPA (4th best out of 12 sets (although that does include sets that don't really get a true tier 3)). Archery's single target woes are due to Snap and Aimed having quick recharges (and no DoT) and redraw.
So, saying that Beam's tier 3 does less DPA than one of the better tier 3s, is not really saying much. Even without disintegration, Lancer is slightly better than most other tier 3s, as a matter of fact it ranks 5th, just behind Blazing Arrow (and stays at 5th, just behind BA even after disintegration, although with dis and the -res from Piercing, it would move ahead of Blazing Arrow ever so slightly at 85.16). |
There is where beam rifle gets trounced by fire. When you start adding in the effects of aim and build up on damage output well there is just no way to catch up. Especially when using aim or build up on Beam Rifle hits you with a redraw penalty. So you lose some of your boost window to redraw, you lose time you could be doing damage. Its not a winning combination. |
And the actual top 3 tier attacks are all considerably superior to lancer shot with disintegration and blazing arrow
Blaze 159 dps
Bitter Ice blast 108
TK blast 103
Blazing arrow 81
Lancer Shot 75
So we are talking about 2 very comparable attacks from sets that suffer from similar problems with redraw.
I have no idea why you consider that a relevant interjection into what was a follow up reply to
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But if you are going to start making comparisons you should at least report that as blazing is 4th out of 10 not 12 seeing as AR and Elec don't have Tier 3 single target attacks
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Indeed. And BiB and TK also have nice secondary effects, like BA (good range) and Lancer. They should likely increase the animation times on those top 3 attacks, because I once saw a blaster kill something while a scrapper was still running in, and that is really poor form.
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.
You brought up Blazing Arrow after being told Blaze was an outlier in an attempt to show that Lancer looked bad even compared to what is considered a poor single target set. Except Blazing Arrow is NOT a poor tier 3 attack, rather it is better than most. I have no idea how you fail to see the relevance of my post, other than the fact that you likely forgot just how bad most other tier 3 attacks really are when it comes to DPA. Note, I am not trying to say Beam is fine and wonderful as is, but simply that Blazing Arrow, like Blaze, is also an above median attack, as is Lancer Shot.
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I could have sworn I was trying to illustrate the problems weapon sets incur from redraw after aim and build up. Something that gets even worse when you have to use secondaries in your chain. In either case for archery or beam rifle the bulk of single target performance comes from the tier 3. Mostly because the high DPA tier 3s do a much larger proportion of the damage.
I am still wondering how you managed to go from a paragraph talking about the multiplicative effects of aim and buildup and the problems of redraw to what you were talking about.
So my favorite blaster is a Fire/Fire
/Fire sucks for the most part, but it doesn't stop my character from absolutely melting everything in my path ... very quickly...
I'm also a big fan of /mental , cause it's awesome too
I've played...
Fire/Fire
Rad/Fire
Fire/MM
DP/MM
Rad/MM
Arch/MM
Arch/NRG
Fire/NRG
And they are all great. I don't think you can go wrong picking Fire, Arch, or Rad (eh). MM and Fire for melee, NRG for ranged that can punch you into next week. Personally I think it should just boil down to personal preference, sure the numbers are there, but they're there for all of them and each have good qualities.
For destinies, I usually roll with Clarion or Rebirth depending on team makeup and enemy mez capabilities.
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I did ? You must be psychic
I could have sworn I was trying to illustrate the problems weapon sets incur from redraw after aim and build up. Something that gets even worse when you have to use secondaries in your chain. In either case for archery or beam rifle the bulk of single target performance comes from the tier 3. Mostly because the high DPA tier 3s do a much larger proportion of the damage. I am still wondering how you managed to go from a paragraph talking about the multiplicative effects of aim and buildup and the problems of redraw to what you were talking about. |
Garent then said that Blaze is where every set gets trounced by Fire.
You then came back with this:
Your last paragraph provides all the context needed. You were not trying to include Archery in the woes of Build Up and redraw, but instead using it as a comparison point for tier 3s. No psychic powers were needed, you communicated your point well with the words you wrote.
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.
2) BR has redraw. Top blaster performance means incorporating your secondaries melee attacks. The two don't co-exist well.
3) Long t3 blast syndrome. Top blaster performance revolves around their t3 blast, when the t3 blast takes twice as long to animate than what you're trying to compete with, it's not going to go well.
Otherwise, fine. >.>