Martial Arts for Blasters


Adeon Hawkwood

 

Posted

Anything new on this topic? Any word from the Devs if this is coming?


@ThrillKiller

 

Posted

The usual reasoning I use against it is "a direct port would be worse at everything than any other meleecentric support set."

Those attacks are slow and low-damage compared to anything else Blasters throw in melee range.

... so what can we do? Maybe take four really good attacks from Martial Arts, Street Justice and Superstrength, throw in Build Up, add a couple support powers as good as Drain Psyche or Shiver, and put in ... umm, an immobilize in tier 1 and fill-in-the-blank useless POS... you'd have something.

Anyone got any ideas for good MA-themed support powers? Something based on Iron Shirt technique? A focussing power that adds regen, recharge, and recovery? AOE Fear ("intimidating technique" or something?)


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Quote:
Originally Posted by Fulmens View Post
Anyone got any ideas for good MA-themed support powers? Something based on Iron Shirt technique? A focussing power that adds regen, recharge, and recovery? AOE Fear ("intimidating technique" or something?)
I grabbed a handful of powers from Martial Arts, Ninjitsu, and Scrapper/Stalker Epic Powers and came up with the following. Kuji-In Retsu was altered a little bit by removing the +Def and Res Def DeBuff. My thinking is that without those, the end/recovery crash would also be removed, and the recharge time of the power would also be increased, effectively making the power more useful for the Blaster.

I kind of used Energy Manipulation as a guide. It also has a melee knockback, a melee disorient, and a hard hitting single target power.



Ninjitsu Manipulation:

1) Crane Kick - Melee, High DMG(Smash), Knockback
2) Cobra Strike - Melee, Medium DMG(Smash), Foe Disorient
3) Caltrops - Ranged (Location AoE, Minor DoT(Lethal), Foe -Speed
4) Dragon's Tail - PBAoE Melee, Moderate DMG(Smash), Foe Knockback
5) Focus Chi - Self +DMG, +To Hit
6) Exploding Shuriken - Ranged (Targeted AoE), Moderate DMG(Lethal)
7) Kuji-In Retsu - Self +SPD, +Recovery
8) Blinding Powder - Ranged(Cone), Foe -To Hit, Sleep, Confuse, -Perception
9) Eagles Claw - Melee, Superior DMG(Smashing), Foe Minor Disorient


 

Posted

I need this almost as much as pool and APP, PPP customization.


 

Posted

Quote:
Originally Posted by Hatred666 View Post
I grabbed a handful of powers from Martial Arts, Ninjitsu, and Scrapper/Stalker Epic Powers and came up with the following. Kuji-In Retsu was altered a little bit by removing the +Def and Res Def DeBuff. My thinking is that without those, the end/recovery crash would also be removed, and the recharge time of the power would also be increased, effectively making the power more useful for the Blaster.

I kind of used Energy Manipulation as a guide. It also has a melee knockback, a melee disorient, and a hard hitting single target power.



Ninjitsu Manipulation:

1) Crane Kick - Melee, High DMG(Smash), Knockback
2) Cobra Strike - Melee, Medium DMG(Smash), Foe Disorient
3) Caltrops - Ranged (Location AoE, Minor DoT(Lethal), Foe -Speed
4) Dragon's Tail - PBAoE Melee, Moderate DMG(Smash), Foe Knockback
5) Focus Chi - Self +DMG, +To Hit
6) Exploding Shuriken - Ranged (Targeted AoE), Moderate DMG(Lethal)
7) Kuji-In Retsu - Self +SPD, +Recovery
8) Blinding Powder - Ranged(Cone), Foe -To Hit, Sleep, Confuse, -Perception
9) Eagles Claw - Melee, Superior DMG(Smashing), Foe Minor Disorient
Its really a nice concept in terms of being in line with what is already out there but why not aim higher ?

This is very much a melee oriented manipulation set (4/6 attacks are melee) why not a parry type power for tier 1 ?

Call it Sui-Ren Block and make it function like any of the parry powers. Moderate damage, Melee + (smash or lethal defense)

Blasters at last would have a tier 1 secondary that really was useful when mezzed.


 

Posted

I can't see them being able to ignore it for very much longer.

The problem, as I see it, is the fact that as of yet they haven't sold a secondary set for a single AT in the market. Even taking into consideration that Corr's would get it as well, that is still a significantly smaller chunk of customers, meaning they'd most likely just want to add it as a freebie during an issue. Which puts it at least Issue 24 territory at earliest.


Maestro Mavius - Infinity
Capt. Biohazrd - PCSAR
Talsor Tech - Talsorian Guard
Keep Calm & Chive On!

 

Posted

They should add it as part of proliferation. I23,5 or I24, please cherry on top.
Also, blasters are screaming for a natural not technological secondary for ages.


 

Posted

Long requested powerset I hope gets added soon.

Quote:
Originally Posted by StratoNexus View Post
I'd do Martial Manip as follows:
. 1- Thunder Kick (change damage to 0.8 DS, recharge to 6s, end use to 6.864, add 100% scale 8 KB, remove stun)
. 2- Storm Kick (change damage to 1.96 DS, end use to 10.192, and recharge to 10s)
. 4- Dragon's Tail (I'd change the radius to 10 feet, which will require changes elsewhere (either less damage or more recharge and end use).
10- Crane Kick (change damage to 2.6 DS, end use to 13.52, and recharge to 14s)
16- Focus Chi
20- Quick Recovery
28- Cobra Strike
35- Crippling Axe Kick
38- Eagles Claw (leave the critical chance in this power)


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.

 

Posted

It seems like we are still all clamoring for MA, but there has been nothing mentioned by the Devs. I wonder why the Devs don't have this on the schedule when it is something that seems full of win...

Here is a thread from awhile back with some different ideas for MA:

http://boards.cityofheroes.com/showthread.php?t=266550


@ThrillKiller

 

Posted

This topic pops up at least once a month it seems.

It's still as awesome an idea as it ever was.

EDIT:

I'd clone Energy Manip with this set, but with a twist

Crane Kick (lower damage, higher knockback version)
Thunder Kick
Focus Chi
Storm Kick
Conserve Power
Cobra Strike
Crippling Axe Kick
Expend Chi *(this is the twist)
Eagle's Claw

* new toy: Must be under the effect of Focus Chi to activate, mimics effects of Power Boost and Boost Range. Balance effectiveness/duration as needed. Activating the Expend Chi power "uses up" any remaining duration for bonus effects of Focus Chi.


 

Posted

Quote:
Originally Posted by Another_Fan View Post
Its really a nice concept in terms of being in line with what is already out there but why not aim higher ?
The way Blaster secondaries currently are, I figured to keep it more realistic in the way their put together, rather than having ridiculous notions like building something more effective.


 

Posted

Mental is more effective (as far as I can tell) than any secondary before it; I haven't tried Dark so I can't say anything about that. But it does look like they're aware of the problems and try, within reason, to solve them.

Warfarin, Stratonexus: Six or seven attacks in the secondary seems a little ... excessive to me. Am I crazy for thinking that?


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Quote:
Originally Posted by Hatred666 View Post
The way Blaster secondaries currently are, I figured to keep it more realistic in the way their put together, rather than having ridiculous notions like building something more effective.
Blasters need something more effective, especially for blapper oriented blasters. As it is darkness has dark pit, which is an AoE stun. At the least dragons tail could pick up the mag 2 stun.


 

Posted

Quote:
Originally Posted by Fulmens View Post
Warfarin, Stratonexus: Six or seven attacks in the secondary seems a little ... excessive to me. Am I crazy for thinking that?
It is on the high end. Of note, when I first wrote my list, Cobra Strike was just a mez power. Part of me would like another AoE, but MA has traditionally lacked more than Dragon's Tail, so I'd just be adding one because that is my personal preference.

I'd also find it interesting to possibly include a +rech/speed thing, like Quickness. One of the attacks could be dropped for that.

I'll do a new comparison and include Dark and now consider Cobra Strike as a damaging attack as well as a mez.
For comparison to current secondaries:

Melee attacks for damage
Fire - 6 (or 7 if you include Consume)
Martial - 6 (or 7 if you include Thunder Kick)
Electricity - 5
Dark - 4 (or 6 if you include Soul Drain and Dark Consumption)
Energy - 3 (or 4 if you include Power Thrust)
Ice - 3
Mental - 2 (3 if you include Telekinetic Thrust)
Devices - 0 (although Caltrops, Trip Mine, and Time Bomb might be counted by some)

Melee (or near melee) utility
Martial - 5
Electricity - 4
Ice - 4
Dark 3 - (4 if you include Midnight Grasp)
Fire - 3
Mental - 3
Energy - 3
Devices - 1 (although Caltrops, Trip Mine, and Time Bomb might be counted by some)

Total Powers that are effective in melee range
Fire - 9
Martial - 9
Dark - 9
Electricity - 9
Energy - 8
Ice - 8
Mental - 8
Devices - 6 (8 with full invis)

Total Powers that can be effective out of melee range
Martial - 2
Dark - 2 (or 3 if you include Soul Drain)
Electricity - 2 (or 3 if you count Lightning Field)
Fire - 2 (or 4 if you count Hot Feet and Consume)
Energy - 4
Ice - 4
Mental - 4 (or 5 if you count Drain Psyche)
Devices - 8 (or 9 if you count Taser)


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.

 

Posted

Hmm. My views are not what I thought they were.

I've rewritten this about five times trying to figure out what I think and how to put it. It's still not going to be clear, but it's "Ship it" time.

I can look at almost every power in a set and figure out what I think the Devs wanted it to do. Many of those, especially for Blaster secondaries, don't do that, but I can imagine the thought process.

You should be able to individually justify all those powers. Why does Elec have a hard hitting power with a decent chance of Sleep? Well, if you don't drop the guy you might be able to take him out of the fight for a while anyhow. Why does Elec have two hard hitting powers with decent chance of Sleep? Umm... in case he brought a friend? I don't know.

Why does Scrapper Martial Arts have both Storm Kick and Thunder Kick? To round out the attack chain.

Why does Blaster Martial Arts have both Storm Kick and Thunder Kick? To... umm... round out the ... attack chain ?

To put it another way: Under what circumstances would a Blaster take and use all of Crane Kick, Thunder Kick, Storm Kick, Crippling Axe Kick AND Eagle's Claw in a given session?

I'm coming at this from the viewpoint that "a Blaster in melee range has a half-life of four seconds." It's a good rule of thumb from the old SO days. You're both apparently coming at it from some other viewpoint.

What am I missing?


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Quote:
the various and valid discussions about too many attacks proposed for the secondary
I concede. You're right.

Drop most of the damage from Cobra Strike, and drop CAK for a modest damage melee cone attack with a light knock back effect. Give it the old school Storm Kick animation for nostalgia and giggles.

That's one light damage heavy knock-back attack, one moderate damage minimum range cone with light utility, and three bonafide single target attacks.


 

Posted

Quote:
Originally Posted by Fulmens View Post
Why does Blaster Martial Arts have both Storm Kick and Thunder Kick? To... umm... round out the ... attack chain ?

To put it another way: Under what circumstances would a Blaster take and use all of Crane Kick, Thunder Kick, Storm Kick, Crippling Axe Kick AND Eagle's Claw in a given session?

I'm coming at this from the viewpoint that "a Blaster in melee range has a half-life of four seconds." It's a good rule of thumb from the old SO days. You're both apparently coming at it from some other viewpoint.

What am I missing?
It looks cool to shoot someone, then kick them, then kick someone else, then palm them in the face, then knock everyone down with a leg sweep, then shoot one, then shoot all of them, then leap into the air and kick one in the head?

The appeal of the blaster AT, to me, is the mix of range/melee. I generally like to take a balance of both sets so I can mix it up (although I occasionally focus heavily on one or the other). I wouldn't normally take every attack from either set. Rather, some of the primary and some of the secondary. My idea of the MA manip set was primarily single target damage with a grab bag of control (which seems to have been the general MA vision, for better or worse).

So it had 2 strong KBs and an AoE KD (Thunder, Crane, Tail). It has two stun powers (Cobra, Eagle). One slow/immob (CaK). 4 solid damage powers (Storm, Crane, CaK, Eagle).

Since Cobra had damage added to it, if the blaster version kept the damage, it would seem appropriate to drop CaK and replace it with some type of utility only power.

For me, it is not about designing a set where one expects 8 or 9 powers to be normally taken and used, but rather designing it so that there are interesting choices and multiple possible, sensible builds.

When you think about most attack sets outside of blasters, it is not unusual to skip 2 to 4 of the 9 powers. It is, however, unusual to skip more than 1 or 2 powers out of the non-attack set. Blasters, of course, get two attack sets, so skipping 2 to 4 from both primary and secondary could be OK.

I might make one build (just thinking of attacks):
Pistols/MA/Mun
DW, ES, TK, SK, Crane, EC
BR, HoB, Tail, LRM

A different build might be:
Psi/MA/Cold
MB, TkB, WD, TK, Crane, Cobra
Psinado, Wail, Tail

At high end performance, there is never a reason to have more than 3 or 4 single target attacks and 2 or 3 AoEs. I don't know how well I follow that, I like to take extra powers.

My Kat/Inv/Body scrap
GC, DA, SD, GD
FS, LD

My Kat/Reg/Blaze scrap
SoW, DA, SD, GD, Ring, Blast
FS, LD, Ball

My KM/FA/Soul scrap
QS, BB, SB, FB, CS, Blast
RT, Burst, BA, Burn

My WP/Mace/Earth tank
Bash, Pulv, Jaw, Clob, Stone Prison
WM, Shat, CC

My SS/EA/Soul brute
Punch, Hay, KoB, Gloom
FS, DO

My Fire/Fire/Flame blast
Flares, Blaze, Ring, Sword
Ball, FSC, BA, HF

My Fire/Fire/Force blast
Flares, Blast, Blaze, Ring, Sword
Breath, Ball, Rain, Inferno

My Pistols/Fire/Cold blast
Pist, DW, ES, PR, Ring, Sword
Bullet Rain, HoB, FSC, HF


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.

 

Posted

Quote:
Originally Posted by Warfarin88 View Post
This topic pops up at least once a month it seems.

It's still as awesome an idea as it ever was.

EDIT:

I'd clone Energy Manip with this set, but with a twist

Crane Kick (lower damage, higher knockback version)
Thunder Kick
Focus Chi
Storm Kick
Conserve Power
Cobra Strike
Crippling Axe Kick
Expend Chi *(this is the twist)
Eagle's Claw

* new toy: Must be under the effect of Focus Chi to activate, mimics effects of Power Boost and Boost Range. Balance effectiveness/duration as needed. Activating the Expend Chi power "uses up" any remaining duration for bonus effects of Focus Chi.
This was a version I came up with some time ago:

Power NameDescriptionCommentDamageEnd CostRechargeAccuracyDurationRangeCastEffect
Crane KickA focused attack that violently propels the target and sends them flying. Deals minor damage.Power Thrust44.56.866758.571Kockback (16.6)
Thunder KickPowerful but quick kick that may disorient you opponent.Energy Punch10910.210755.9870.83Stun (Mag 2)
Focus ChiGreatly increase the amount of damage you deal for a few seconds, as well as slightly increasing your chance to hit.Build UpN/A5.290N/A10N/A1.17ToHit (15%) / DamBuff (100%)
Storm KickYou can unleash a roundhouse kick that hits your foe for a good amount of damage. This attack has a chance to disorient.Bone Smasher144.613.514759.5471.5Stun (Mag 3)
ConserveYou can focus for a moment to conserve your Endurance. After activating this power, you expend lee Endurance on all other powers for a while.Conserve PowerN/A7.8600N/A90N/A1.17EndRdx (119.2%)
Cobra Strike You can strike a specific pressure point on a single foe. This will deal minor damage as well as having them freeze in their tracks, helpless until the power wears off.Freezing Touch63.4 (S)10.2107511.971Held (Mag 3)
Power ChiYou can focus for a moment to boost the secondary effects of your powers.Power BoostN/A7.860N/A15N/A1.17Effects (78.7%)
Speed ChiYour quick reflexes allow you to move faster than normal, avoid attacks, and resist slow effects. This power increases your attack rate and movement speed.Quickness / WeaveN/A0.7810N/AN/A
2.03Rechg +20%, Slow Resist +40%, RunSpd +35%, FlySpd +13.7%, All but Psi Def +3.75%
Eagles ClawYou can perform a devastating kick that can severly disorient most opponents.Total Focus19818.5209011.973.3Stun (Mag 3)

Based on some feedback from the original thread I adjusted the defense in speed chi from S/L to All but Psi. Also would probably change Power Chi to Dragon's Tail. With DT that would give 4 solid attacks.


@ThrillKiller

 

Posted

Quote:
Originally Posted by Simian_Stalker View Post
Also would probably change Power Chi to Dragon's Tail. With DT that would give 4 solid attacks.
As I said in your previous thread, with that change, sign me up.

I'd pay for it. I don't care if it is mostly just proliferation. Throw it on the market for 800 PP (or 400, since most of the animation work is already done).


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.

 

Posted

Simian, I like it. Heck, I want that toggle on my MA Scrapper! (In all seriousness, I think a click power would be more thematically appropriate for a chi based power, but whatever).

I think I still lean toward a utility focused melee AoE. For example: sub in Dragon's Tail to your plan as discussed, but give it similar properties to Lightning Clap from Electricity Manip.

I just cant shake the feeling that a reasonably potent AoE offensive ability just isn't appropriate for this set. I can't really say why.


 

Posted

If memory serves, the last time a Dev was asked about future blaster secondaries, they said Energy Manipulation (and Devices, to a point) was more of an anomaly, and future sets would be closer in structure to Mental Manipulation. Looking at Darkness, we definitely see that trend:

Mental:

  • 1 ST Immobilization
  • 1 Build Up
  • 2 Melee attacks (1 soft control)
  • 1 Ranged damage cone
  • 1 Hard Control
  • 1 PBAoE damage aura
  • 1 PBAoE Attack
  • 1 PBAoE self-buff (with foe debuff component)
Darkness:
  • 1 ST Immobilization
  • 3 Melee attacks (1 soft control)
  • 1 Hard Control
  • 1 PBAoE damage aura
  • 2 PBAoE self-buffs (with damage component)
  • 1 Targeted AoE hard control (low mag)
There a few exceptions based on what was available for proliferation but, for the most part, the sets share a very similar skeleton, especially when compared to Energy Manipulation.


Trust me, I would LOVE for them to scrap that mentality for the sake of a Natural secondary using MA/StJ attacks, but realistically, it will be a lot different from what we've presented. Based on the skeleton above, here's what I believe would be a more likely line up for the power set:

1. Crane Kick (lower dmg, but keeping the high KB mag)
2. Heavy Blow (removing chance for KD)
3. Caltrops
4. *A ranged hard control, no damage, ability. Some kind of choking smoke?*
5. Combat Readiness/Focus Chi
6. Smoke Flash (PBAoE Foe -To Hit, -Perception, low mag Confuse)
7. Spinning Strike
8. Adrenaline Surge (Click, +SPD, +Jump, +Recovery, 15-20 second duration, 2 minute recharge)
9. Eagle's Claw or Crushing Uppercut, with Disorient


@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.

 

Posted

Quote:
Originally Posted by Winterminal View Post
Mental:
  • 1 PBAoE damage aura
Calling WoC a damage aura is a misnomer. It is an aura. And it does have a damage value attached to hitting. But the value is so small and the tick rate so slow, it doesn't actually function as a damage aura and the amount and strength of attacks confused enemies may is also negligible. It is more like a low defense shield, occasionally stopping an attack from heading your way.

Quote:
Originally Posted by Winterminal View Post
1. Crane Kick (lower dmg, but keeping the high KB mag)
2. Heavy Blow (removing chance for KD)
3. Caltrops
4. *A ranged hard control, no damage, ability. Some kind of choking smoke?*
5. Combat Readiness/Focus Chi
6. Smoke Flash (PBAoE Foe -To Hit, -Perception, low mag Confuse)
7. Spinning Strike
8. Adrenaline Surge (Click, +SPD, +Jump, +Recovery, 15-20 second duration, 2 minute recharge)
9. Eagle's Claw or Crushing Uppercut, with Disorient
While not a terrible layout, it always annoys me when people start combining multiple melee attack sets into one blaster secondary. As if somehow blasters do not deserve an MA secondary and a StJ secondary. This happened when Kinetic Melee first came out as well. Every melee attack set should be turned into a Manipulation set. EVERY ONE.

There is no reason why brutes should have 16 primary powers but blasters only have 7 secondaries.


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.

 

Posted

Quote:
Originally Posted by StratoNexus View Post

There is no reason why brutes should have 16 primary powers but blasters only have 7 secondaries.
Exactly!


@ThrillKiller

 

Posted

I think I've just put my finger on the difference in our worldviews.

Martial Arts isn't a secondary for you guys. It's ANOTHER PRIMARY.

I feel Blasters deserve a secondary that at least tries to keep them from dying horribly. In which category I'd put Ice and Mental. Maybe Energy, with boost range? I don't LIKE blaster secondaries, in general; they're mostly composed of 50% crap powers that don't do what they are supposed to do, and if they did it still wouldn't help. The other 50% is melee attacks and Build Up. . . your solution is to make a set that does melee attacks and Build Up, REALLY WELL. *

They haven't done a secondary like that... I guess there's room in the world for it.

* Or in Strat's case, about 12 sets that do melee attacks and build up, really well.


Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.

So you think you're a hero, huh.
@Boltcutter in game.

 

Posted

Quote:
Originally Posted by StratoNexus View Post
Calling WoC a damage aura is a misnomer. It is an aura. And it does have a damage value attached to hitting. But the value is so small and the tick rate so slow, it doesn't actually function as a damage aura and the amount and strength of attacks confused enemies may is also negligible. It is more like a low defense shield, occasionally stopping an attack from heading your way.
This is true. The power itself is sort of negligible, as is Darkness's Dark Pit (with its terrible accuracy and low magnitude), but I had to include all the powers for a realistic comparison and that seemed like the most apt way to describe the power with game terms.
Quote:
Originally Posted by StratoNexus View Post
While not a terrible layout, it always annoys me when people start combining multiple melee attack sets into one blaster secondary. As if somehow blasters do not deserve an MA secondary and a StJ secondary. This happened when Kinetic Melee first came out as well. Every melee attack set should be turned into a Manipulation set. EVERY ONE.

There is no reason why brutes should have 16 primary powers but blasters only have 7 secondaries.
Blaster secondary power sets are only used by Blasters, while Brute primary power sets are used by four archetypes total (with slight variations). It makes sense for them to spend time and money developing power sets that are going to reach and/or are desired by the widest demographic of players. Masterminds have been in a similar boat for a while because their primaries are unique to them.

Let me be clear: I want more blaster secondaries more than any other new power set. Radiation Manipulation, a Natural power set like we are discussing, Water Manipulation (to accompany Water Blast once it is released), etc., I want them all. But I understand why there have been so few sets to date. I wish it were not the case, but I get it.

The real problem is that the original design of Blasters has been skewed. The reason the melee abilities in Blaster secondaries do a ton of damage is because the Blaster was intended to stay at distance and if something got close enough before it died, a blaster could put it down fast (or at least incapacitate it). Somewhere along the line (most likely with IOs and the soft-cap becoming available even for squishier ATs), many players saw no point to primarily staying at range when they could go in close and use their stronger melee attacks while also surviving relatively well. Thus the "blapper" was born.

Combine that with Mental Manipulation and, to a greater extent, Darkness Manipulation being designed with "blappers" in mind, and we are left with an archetype that is still inherently designed with its original play style in mind, but with newer power sets (and a player base) that encourages a different style of play. The Devs should reexamine their definition of Blasters before they do anything else for us. If they want to continue along the original path, the design skeleton of future secondary sets needs to be reconsidered. If they would rather encourage an archetype that varies between ranged and melee combat, then the inherent design of Blasters needs to be redone to allow it to do that well, without needing too much extra help from IOs, pool powers, etc. Personally, I would prefer the former, but a working archetype should be top priority.


@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.