Martial Arts for Blasters
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Arbiter Hawk steals most of his ideas from people commenting on the idea he stole in the future.
Is there a recap somewhere? *sighs* I miss the days when they'd actually announce and discuss things on the forums or website. Kind of maddening to try to keep up with all the outlets, and I just don't have the time to set through a whole Twitch broadcast.
Excited to hear about this, though--I wanted this way more than a Dark Secondary. Wondering if I should reroll some Blasters with this secondary, or just use it with some brand new ones. Either way, more powersets feeds my altitis.
*added*
Slight recap here, for those interested. Hawk's already found this thread.
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I never really cared about Martial Arts for blasters an-wait...you said that...Dominators what?
*gets up*
I guess I need to watch this Weeks Talk heh.
Just to bring it full circle, I'm curious to scorecard my MA suggestion:
1. Crane Kick: animation as MA, 1.0 DS 6s rech 100% KB -90% range for 6s 2. Siphon Chi: effects as electric fence, plus 40% chance for +5% end to caster 3. Cobra Strike: as MA 4. Focus Chi: as MA 5. Blinding Powder: as Ninjitsu, but 0.9 DS and 45s recharge 6. Disrupt Chi: 15 foot radius PBAoE -10% res for 20s, 40% chance for 8 second stun, 90s recharge 7. Spring Escape: as Spring Jump, but effects occur at the origin not the target 8. Dragon's Tail: as MA 9. Eagle's Strike: animation as MA, 3.56 DS 20s rech 100% KD |
Martial Combat (blaster secondary) 1. Chi Push: foe repel, knockback, damage similar to power thrust 2. Storm Kick 3. Reach for the Limit: passive, chance for +33% dmg/+15% tohit per attack 4. Burst of Speed: self teleport, PBAoE damage, triple use before recharge 5. Dragon's Tail: PBAoE melee 6. Reaction Time: +absorb, +recovery, foe -speed, -recharge; 10s self +speed/+rech on toggle off 7. Inner Will: self heal, mez protection; requires self 8. Throw Sand: Cone foe stun, -perception 9. Eagle's Claw: high smashing, foe -recharge, -range |
Crane Kick/Cobra Strike/Eagle's Claw vs Ki Push/Storm Kick/Eagle's Claw
I think I did pretty good here. I took three single target MA attacks and spiced them up a bit. Arbiter Hawk did a similar thing. I stuck in a Crane Kick as a Power Thrust variant for power one, and Arbiter Hawk did likewise. However, I have to concede Arbiter Hawk made the cooler power with Ki Push. My version did 1.0 DS, AH's version will probably do similar to Power Thrust, or about 0.8 DS. I added Cobra for the stun, Arbiter Hawk added Storm Kick. And we both set Eagle's Claw as the tier 9. Arbiter Hawk added -range to EC, while I did to Crane Kick. Personally, I still think -range would be better in Ki Push than EC: -range combined with knockback: it seems to be obvious synergy to me. Overall, I consider this an A-.
Dragon's Tail
We both added DT as the primary PBAoE attack. I added it at tier 8, AH added it at tier 5. But I consider this to be a bullseye, albeit an easy one.
BU vs Reach for the Limit
I just added a conventional Build Up. Arbiter Hawk decided to get creative and swap it for a BU-like proc. I like it personally: it makes the set flow more smoothly which is something I think is appropriate to Martial Arts in general. I wish my MA scrapper had it, actually. But this is a clean miss.
Blinding Powder vs Throw Sand
I added BP but with damage. Arbiter Hawk seems to have added BP but with the effect changed from confuse to stun. I find it interesting we were inspired by the same root power, but went in different directions with it. I consider this to be a near-miss, but a decently close one.
Disrupt Chi vs Reaction Time
I think if I knew about Sustain when I formulated this powerset I would have come closer to Arbiter Hawk's version. AH added a PBAoE debuff toggle and I added a click. If I knew about sustain, Disrupt Chi would have been a toggle and the sustain toggle. I was thinking of adding an offensive and a mitigation effect: -res for offense and chance for stun for defense. AH's version is sustain, slow, -recharge, and a +recharge burst on toggle off. I think both have similar root ideas, but the powers then go in very different directions. Overall, I like AH's version better than mine. I would say I got close spiritually, but not in terms of actual power design. C+.
Spring Escape vs Burst of Speed
I really like my idea: I think its one of my best power suggestions. I like Arbiter Hawk's version more. The triple execution thing is an extremely good idea in my opinion, as it opens up a lot of interesting tactical options for blasters. But I will still pat myself on the back for having reached the same basic conclusion as AH regarding this basic option. I think this is remarkably close.
Siphon Chi vs Inner Will
Clean miss. I went for an extra ranged immobilize as a utility power, Arbiter Hawk pulled out the big guns and added a situational break free+heal. I like it, but I would have thought it was outside the devs' comfort zone when I posted my suggestion. I've recalibrated that notion as of now.
Overall, I think I got pretty close to AH's version. At least when it comes to Martial Arts for Blasters, I think we were thinking along similar lines, and in all seriousness that's with completely independent lines of thought. I didn't know AH was working on MA for blasters until after I posted the suggestion, and I don't think AH was aware of any of my ideas regarding MA for Blasters until I PMed him the suggestion soon after posting it in this thread. I don't know if I should be pleased about that, or frightened. But I would say I scored four effective bullseyes (the three melee attacks and dragon's tail), two surprising close misses (spring escape and blinding powder), one in the ballpark but nowhere near the plate understandable miss (Disrupt Chi, which was formulated before Sustain), and two clean misses (Siphon Chi and Focus Chi vs Inner Will and Reach for the Limit). On a scale of one to nine I'd score my effort about a 5.5 out of 9.0
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Hawk and fellow devs did a great job on this and I'm pumped and ready for i24. Testers, get on your marks. The Devs are on fire!
Martial Combat (blaster secondary)
1. Chi Push: foe repel, knockback, damage similar to power thrust 2. Storm Kick 3. Reach for the Limit: passive, chance for +33% dmg/+15% tohit per attack 4. Burst of Speed: self teleport, PBAoE damage, triple use before recharge 5. Dragon's Tail: PBAoE melee 6. Reaction Time: +absorb, +recovery, foe -speed, -recharge; 10s self +speed/+rech on toggle off 7. Inner Will: self heal, mez protection; requires self 8. Throw Sand: Cone foe stun, -perception 9. Eagle's Claw: high smashing, foe -recharge, -range |
Shock
and
Awe
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Keep Calm & Chive On!
These powersets were announced in today's TwitchTV broadcast. They will be in I24 and are free for VIPs:
Martial Combat (blaster secondary) Chi Push (repel followed by knockback (cool new animation) Storm Kick (melee) Dragon Kick (melee) Dragon's Tail (PBAoE melee) Burst of Speed (AoE self TP) Reach for the Limit (Build up auto powerChance for +dam and +ToHit on every power) Reaction Time (toggle+absorb over time, +revocery, -move on enemy; 10 seconds of +speed on toggle off) Inner Will (self heal and ,ez breakonly unsable under 50% end or health or when mezzed) Throw Sand (cone foe stun) |
Mez is just that bad for blasters and this power looks like it belongs to another AT.
Inner will either overpowered and will need to be nerfed in testing or a precursor of a similar power being added to the other secondaries.
Mez is just that bad for blasters and this power looks like it belongs to another AT. |
Simultaneous with granting Martial Combat a very infrequent mez breaker Arbiter Hawk also softened the threat mez has by making the sustain powers very strong and unsuppressed under mez in I24. That means the true benefit of Inner Will in I24 will be significantly lower than it would be if it was introduced in I23.
Synapse said something to me way back in January I think when I was discussing blasters with him. He said that the "blaster metagame" was going to be radically different in I24, and therefore I should be careful about extrapolating too much about the blaster state into the next issue. He didn't clarify at the time, but its obvious that for the most part he meant at least that:
1. Blasters were getting very large survivability boosts via Sustain effect.
2. Blasters were getting a hedge against mez by virtue of Sustain not being suppressable.
3. Power pools were being altered, altering the build options for blasters (among other archetypes)
4. Ranged sets were being improved, increasing the viability of stand-off blasting
Those are enough simultaneous changes alone to change the blaster landscape significantly. Ignoring who benefits more from what for a moment, in absolute terms the game blasters are going to be facing in I24 is radically different. Until we all test it and rethink the blaster metagame of surviving in combat under I24 conditions, we shouldn't jump to conclusions on what the impact of any one particular thing will be out of context. In I23, Inner would be an exceptional stand out power. In I24 it might be a good, but not game-changing power.
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I believe the current recharge for the power is somewhere between 480 and 600 seconds. Its a once every five to ten minute escape from trouble. That's a long enough recharge for mez breaking that I think saying its so powerful it either needs to be nerfed or everyone else has to have it is exaggerating the net effect.
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If the cycle time of Inner Will is as you say, I'm not even sure I'll take the power. Style considerations aside, Burst of Speed is the major selling point here, IMO.
....
If the cycle time of Inner Will is as you say, I'm not even sure I'll take the power. Style considerations aside, Burst of Speed is the major selling point here, IMO. |
I would agree. I think I'll make a */MC Blaster just because of Burst of Speed.
If Inner Will stays at the recharge time it is now (480, 600? seconds) I might not take it.
I don't see the point in breaking 1 mez (yes and getting +special but that's not huge to me) every 5 or so minutes. Carry a BF and have a longer lasting mez protection! ta-da!
*shrugs*
We'll see
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I believe the current recharge for the power is somewhere between 480 and 600 seconds. Its a once every five to ten minute escape from trouble. That's a long enough recharge for mez breaking that I think saying its so powerful it either needs to be nerfed or everyone else has to have it is exaggerating the net effect.
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Simultaneous with granting Martial Combat a very infrequent mez breaker Arbiter Hawk also softened the threat mez has by making the sustain powers very strong and unsuppressed under mez in I24. That means the true benefit of Inner Will in I24 will be significantly lower than it would be if it was introduced in I23. |
For an extreme case just take a blaster on a mother ship raid and note how much time you are spending mezzed because you just happened to be standing to close to the actual target.
Synapse said something to me way back in January I think when I was discussing blasters with him. He said that the "blaster metagame" was going to be radically different in I24, and therefore I should be careful about extrapolating too much about the blaster state into the next issue. He didn't clarify at the time, but its obvious that for the most part he meant at least that: |
The sustain feature is really nice and with the exception of /Mental should free up slots in everyone's build or at least provide some flexibility.
1. Blasters were getting very large survivability boosts via Sustain effect. 2. Blasters were getting a hedge against mez by virtue of Sustain not being suppressable. 3. Power pools were being altered, altering the build options for blasters (among other archetypes) 4. Ranged sets were being improved, increasing the viability of stand-off blasting Those are enough simultaneous changes alone to change the blaster landscape significantly. Ignoring who benefits more from what for a moment, in absolute terms the game blasters are going to be facing in I24 is radically different. Until we all test it and rethink the blaster metagame of surviving in combat under I24 conditions, we shouldn't jump to conclusions on what the impact of any one particular thing will be out of context. In I23, Inner would be an exceptional stand out power. In I24 it might be a good, but not game-changing power. |
The ranged changes as announced really do favor buff/debuff charcters more than blasters. Of the three changes there is only one that blasters can get significantly more out of, that would be the range increase for T3 blasts. Even in that case only Energy Manipulation can get more out of it by using boost range. The crashless nukes let buffer/debuffers maintain their toggles through a nuke, and all their combos can access a power boost type power. The snipes have a double benefit of actually increasing their damage more and being easier leveraged.
What is the duration of the protection ? At 480 I still could see it being a game changer. I would have no trouble bringing that down to once every 120 seconds while still having significant positional and typed defense on a blaster. At 600 it is probably a skip.
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From what I got from the video; it is an insta-breakfree and NO protection from mez afterwards...just mez resistance (which we all know is almost worthless).
So if you get hit with a hold, use Inner Will and get hit with a sleep or hold again, you're still mez'd.
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From what I got from the video; it is an insta-breakfree and NO protection from mez afterwards...just mez resistance (which we all know is almost worthless).
So if you get hit with a hold, use Inner Will and get hit with a sleep or hold again, you're still mez'd. |
That sounds like a near complete skip then. Just another case of the Devs realizing where the blaster's big problem is but dancing around it rather than addressing it.
Again, it's not even in beta yet so numbers may change but I'd agree with you to an extent.
It feels like the t9 melee armor powers, "you're uber for 2-5 minutes!...and then you lose 90% HP and 100% end. and it recharges every 5-7 minutes."
Uh...yeah...*skip*...
*shrugs*
I might pick it up if it recharged every 90s or so...maybe.
Kind of goes back to other topics about having powers that are "so good" but you don't want to use them until "that one situation" comes up...but then that "one situation" doesn't come up that often so...is it worth it to keep that power pick?
EM Pulse is a great power. Do I use it every time it's up? Absolutely not! Am I glad to have it when I DO use it? Yes!
I can see the devs not wanting to give Blasters +12 or what have you mez protection after using Inner Will cause then you'd have "tank mages" since some do have softcap'd Defenses...but having some mez protection would be nice.
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The way it works is by applying mez protection to your character of exactly the magnitude of mez currently affecting you, plus one. It does give you mez resistance (which reduces duration of future mez) and mez strength (increases the duration of any mez you have), as well as a small to moderate heal. The power is powerful, but since it can only be used while you're CC'ed, under half health, or under half endurance, it needs to be potent when used in those limited conditions.
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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.
Thanks
That sounds like a near complete skip then. Just another case of the Devs realizing where the blaster's big problem is but dancing around it rather than addressing it. |
When I read the description of the power, I thought the cycle time would be more along the lines of 60-90 seconds, which would make the power useful as a spot heal or a mez break or both -- but if the cycle time is significantly longer than that, then it'd be hard to justify using the power for just one of those purposes. I'd feel compelled to wait until I needed both a mez break and a big heal, and if I find myself in that situation regularly enough that the power is useful, then ironically the power is also almost certainly inadequate. In other words, if I find myself both mezzed and below half health every few minutes, then chances are I've bitten off more than I can chew. Better to lower the difficulty to avoid the situation than it is to take a power that'll occasionally help me deal with that situation.
Clarion Destiny is still mandatory, as far as I'm concerned, for all Incarnate-eligible Blasters.
What is the duration of the protection ? At 480 I still could see it being a game changer. I would have no trouble bringing that down to once every 120 seconds while still having significant positional and typed defense on a blaster. At 600 it is probably a skip.
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The sustain powers are nice but from everything that has been said they are small potatoes compared to blaster difficulty with mez. Losing 15+ points of defense when blasters get mezzed really hurts them much more than the sustain is going to help. |
The ranged changes as announced really do favor buff/debuff charcters more than blasters. Of the three changes there is only one that blasters can get significantly more out of, that would be the range increase for T3 blasts. Even in that case only Energy Manipulation can get more out of it by using boost range. The crashless nukes let buffer/debuffers maintain their toggles through a nuke, and all their combos can access a power boost type power. The snipes have a double benefit of actually increasing their damage more and being easier leveraged. |
An I24 where less people rolled blasters, but more of those that did were happy with them, would be a double win in my judgment.
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The think is, Blasters can now handle being mezzed quite well. They have three moves to use (assuming you take them) and they regenerate rapidly.
Short of adding actual mez protection, which I don't see them ever doing, it isn't going to get much better.
Thanks
That sounds like a near complete skip then. Just another case of the Devs realizing where the blaster's big problem is but dancing around it rather than addressing it. |
In I24 they won't lack everything anymore. And Blasters also have the closest thing we currently have to "partial protection" from mez: their intrinsic regeneration mitigation doesn't suppress, and they can shoot three attacks while mezzed. They still lack true mez protection, but they have significant mez mitigation now.
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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.