Martial Arts for Blasters
I don't agree. Controllers, Defenders, Corruptors, all work just fine without mez protection. Its possible to make archetypes very powerful that do not have intrinsic mez protection. The blaster problem wasn't lack of mez protection, it was lack of everything including mez protection.
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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. |
The thing about Blasters is that they are a very attractive option for NEW players, not necessarily old ones. They fit so well into the comic book styling (think about how many comic book characters could be defined as a Blaster) and are very simple to play.
And, as I stated a long time ago, I'd actually recommend Blasters to new people, so long as I knew they wouldn't leave after getting killed a few times. It teaches you to play better, being a terminally squishy fighter. If you start with melee and then try to switch to a squishy, you'll flop around for a while, die a lot, and switch back.
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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The new Blaster IO that procs mez protection will also help. I don't know if I like a design where much of your effective mez strategy comes from one IO though.
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The thing about Blasters is that they are a very attractive option for NEW players, not necessarily old ones. They fit so well into the comic book styling (think about how many comic book characters could be defined as a Blaster) and are very simple to play.
And, as I stated a long time ago, I'd actually recommend Blasters to new people, so long as I knew they wouldn't leave after getting killed a few times. It teaches you to play better, being a terminally squishy fighter. If you start with melee and then try to switch to a squishy, you'll flop around for a while, die a lot, and switch back. |
With DFB, though, the new low level seems to be from 20-30 so maybe you are right. Maybe I am thinking old school.
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
I don't agree. Controllers, Defenders, Corruptors, all work just fine without mez protection. Its possible to make archetypes very powerful that do not have intrinsic mez protection. The blaster problem wasn't lack of mez protection, it was lack of everything including mez protection.
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Still think Inner Will, as I've come to understand it, will be a clunker of a power, though.
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. |
If I get mezzed against a single target, then sure, it's a bonus that I can keep attacking. But Defiance 2.0, in my experience, can be characterized as more a reminder of the powers I can't use when mezzed than as a tangible benefit in mez-heavy situations. Rational or not, my perception is that Defiance 2.0 is most likely to help in situations I'd survive regardless. The fact that I can spam Flares when I get mezzed right before I'm about to unleash AoE fury on multiple opponents? The futility of that consolation adds insult to injury.
It's like having someone smirkingly hand you snorkeler right before your plane crashes into the ocean.
The new Blaster IO that procs mez protection will also help. I don't know if I like a design where much of your effective mez strategy comes from one IO though.
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So all Blasters would be able to get three points of mez protection by using their first two attacks but IO'd Blasters would find it easier to maintain.
If I get mezzed against a single target, then sure, it's a bonus that I can keep attacking. But Defiance 2.0, in my experience, can be characterized as more a reminder of the powers I can't use when mezzed than as a tangible benefit in mez-heavy situations. Rational or not, my perception is that Defiance 2.0 is most likely to help in situations I'd survive regardless. The fact that I can spam Flares when I get mezzed right before I'm about to unleash AoE fury on multiple opponents? The futility of that consolation adds insult to injury.
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And that isn't counting the secondary tier 1 which in most cases is a ranged immobilize and should be able to keep one or more attackers out of melee range while you're mezzed (or in the case of power thrust knock them out of melee range).
I think the classic portrayal of Blasters as being so fragile they always get killed in the blink of an eye promotes a false sense that only mega survivability buffs would even be noticed. But that's not true: in actual fact blasters die far more often from the death of a thousand cuts (or at least twenty or thirty cuts). D2.0's ability to shoot at targets while mezzed generally both softens the blow of being inactive while mezzed by making the blaster not actually inactive anymore, and also helps reduce the impact of mez on both offensive output and damage intake, which helps overall survivability.
Dual illusionists used to be extremely dangerous prior to D2.0 because unless you had a break free to deal with them, they could chain mez you to death. That's far less likely now, because the damage output you can generate under D2.0 while mezzed is usually high enough to kill them before they can blind you to death. While that's an example of the impact of D2.0, in now way is it limited to individual niches such as that (nor would I call that a niche either: its basically inevitable and common in Carnie missions to face that combat situation).
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Yeah, don't get me wrong: everything you say makes sense. Intellectually, I understand the benefits of Defiance 2.0, and I also realize that my play style probably isn't balance-relevant to the developers.
Subjectively, though, it's hard to take Defiance 2.0 seriously when I have literally dozens of non-Blaster, non-melee characters that don't have as many problems with mez. The very fact that Blasters were given an explicit mez counter that's less efficient at mitigating mez than other ATs' non-specific counters to all incoming attacks is kind of a metaphor for the general state of Blasters from day one.
Yeah, don't get me wrong: everything you say makes sense. Intellectually, I understand the benefits of Defiance 2.0, and I also realize that my play style probably isn't balance-relevant to the developers.
Subjectively, though, it's hard to take Defiance 2.0 seriously when I have literally dozens of non-Blaster, non-melee characters that don't have as many problems with mez. The very fact that Blasters were given an explicit mez counter that's less efficient at mitigating mez than other ATs' non-specific counters to all incoming attacks is kind of a metaphor for the general state of Blasters from day one. |
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D2.0 might be less efficient, but we don't yet know that the combination of D2.0 and mez-immune sustain is less efficient. The problem with D2.0 might have always been that we expected too much from it. Every archetype has an array of mitigation tools. Mez protection is just one piece of the puzzle for melee archetypes, and not one they think about constantly and specifically. Its just one among many protective powers. Archetypes like controllers and defenders don't have a mez protection substitute, they just work completely differently and have a totally different array of powers that work together. D2.0 needs a supporting cast of characters to go with it to make a whole, and we need to see if Sustain is enough to make D2.0 + Sustain a strong duo, or if the pair needs a little more support to make the whole work well as a team.
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I was just rambling about D2.0 by itself, which probably wasn't fair.
(I have a feeling that Clarion will still be my no-brainer pick for all Blaster builds, though. )
Absolutely. Like you said before, Blasters lack everything; mez is just one of the most obvious attendant side effects of that lack. Maybe the new toys in I-24 will make D2.0 better, and vice-versa.
I was just rambling about D2.0 by itself, which probably wasn't fair. (I have a feeling that Clarion will still be my no-brainer pick for all Blaster builds, though. ) |
While I agree that the overall buffs to RANGE (not just blasters) changes the game significantly for blasters, I don't think the mez issue is changing all that much.
But to be honest with you combined with tier 1 and 2 blasting while mezzed AND break frees, I've (personally) never had that much trouble with mez on my blasters.
And yes this includes the ones not built to be soft capped.
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I disagree. I took Radial Rebirth on my blaster and haven't looked back (I do have Clarion as well but I only really use it on the Underground trial). Given the choice between managing my mez protection with inspirations and managing my health with inspirations I find it much easier to use break frees and emerges. The Regeneration tail on Radial Rebirth really makes a huge difference.
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My ranger blaster has Rebirth (my other level 50 blasters are still works in progress and are not yet to the level of Destiny).
If you like the regen tail on Rebirth, the sustain coming in I24 is going to be larger than that. It should be good.
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So, you want to be Mental?
What the hell? Let's buff defenders.
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Indeed. My melee blaster with both Blazing Aura and Hot Feet has Clarion. With Cauterizing Aura no longer de-toggling when mezzed, that would mean I'd only have one toggle that shuts off when mezzed. I am likely going to build a Barrier and see if I prefer that to my Clarion after I24 hits.
My ranger blaster has Rebirth (my other level 50 blasters are still works in progress and are not yet to the level of Destiny). If you like the regen tail on Rebirth, the sustain coming in I24 is going to be larger than that. It should be good. |
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If you like the regen tail on Rebirth, the sustain coming in I24 is going to be larger than that. It should be good.
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It's definitely minor. If you don't have something to reduce your incoming damage from full spawns, even using health inspirations as fast as you can won't keep you alive, and on blasters you will likely not even get the opportunity thanks to mezz.
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I play with Rebirth now, and I can say with certainty that even the back half of the buff that will be comparable to the I24 buff makes a significant difference to survivability. The notion that most blaster deaths happen due to an instantaneous alpha burst is simply not true. Its incredibly rare. In fact, I've tested how long it takes critters to kill mezzed or undefended blasters quite a bit. Even three mezzing bosses combined can't kill a blaster in one mez duration generally.
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Issue 24 it will be out, it be for blasters, secondary power set.
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The thing is, who's going to jump from having a build that can barely take on x2 to attempting a x8 spawn? That would be nuts. What is true is that the sustain will take what you have now, whatever that is, and more or less double or triple its strength. If you can only take on x2 now, you might be able to take on x4 in I24 which is a huge difference. But if you can take on x5 or x6 now, you will have a shot at a x8 full spawn (the numbers scaling is not linear due to quadratic alpha damage). The presumption is that if you are at that level now, you must have some means of dealing with alphas now, and that will be amplified in I24.
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I play with Rebirth now, and I can say with certainty that even the back half of the buff that will be comparable to the I24 buff makes a significant difference to survivability. The notion that most blaster deaths happen due to an instantaneous alpha burst is simply not true. Its incredibly rare. In fact, I've tested how long it takes critters to kill mezzed or undefended blasters quite a bit. Even three mezzing bosses combined can't kill a blaster in one mez duration generally. |
The sustain regen buff amounts to roughly 30 hp/sec (400% regen, ~1500 hp blaster). Regen isn't a goal for my builds but they typically run in the 200% range and 16 hp/sec regenerated. So if I am fighting a spawn that will kill me in 30 seconds that is roughly 66 hp/sec past my shields. The sustain power would increase my survival time to 75 seconds, but if I take a mez or lose the shield that would increase the dps I am taking to 330 + less the passive regen and would mean death in about 6 seconds.
Edit: Depending on your build barrier may also provide better mitigation than rebirth. I don't dislike rebirth but I mostly use it as a giant respite that is available every 2 minutes.
Edit: You wouldn't be hoverblasting would you ? That considerably changes things
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The sustain regen buff amounts to roughly 30 hp/sec (400% regen, ~1500 hp blaster). Regen isn't a goal for my builds but they typically run in the 200% range and 16 hp/sec regenerated. So if I am fighting a spawn that will kill me in 30 seconds that is roughly 66 hp/sec past my shields. The sustain power would increase my survival time to 75 seconds, but if I take a mez or lose the shield that would increase the dps I am taking to 330 + less the passive regen and would mean death in about 6 seconds.
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Edit: Depending on your build barrier may also provide better mitigation than rebirth. I don't dislike rebirth but I mostly use it as a giant respite that is available every 2 minutes. |
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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.
From a completely non scientific sampling there are considerably fewer people who are willing to argue that blasters don't have problems and are unaware of the problems than there were when I started arguing for blaster buffs in I12. Back then when I would point out blaster weaknesses I could count on at least a couple dozen people vehemently arguing the greatness of the blaster AT or its unmatched potential. Now you see very few on that side of the argument and a few names that have stuck around have differently nuanced positions. I would guess that most people who roll blasters going forward will have a much better idea of what they are getting into than the old description of the AT ever gave them. They could still stand having their numbers on the rankings adjusted but that is minor.