Attention Blasters!
Overall they did squat to improve blasters....
They improved blast SETS with a Qol improvement, and gave blasters some regen/recovery, which NONE of my blasters have need of sadly. I can blast all day with a tanker in front of me. I was sooo hopeful for some actual survivability. Arg! Solo I still have the same 'ol issues.... |
Most of my Blasters don't need the regen/recovery/absorb...at their current difficulty setting. The way I see it, with these extra mechanics, I'll have to push my difficulty up more to make it as challenging.
And if you were already at +4/x8, then you don't need anything
The snipe buff is sweet for me. I'm the type to aim for Over kill ToHit buffs so mega snipe on my AR/Traps and what ever future blaster/Def/Corr i make.
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I have this weird feeling the devs are underestimating the strength of Absorb.
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Now, a min/maxer that can focus on improving Absorb's efficiency (particularly its synergy with +res) will have opportunities there.
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I will say that it will make me think about respec'ing my main (Kin/Rad Def) so take the Radiation Blast's snipe power though...
I think EI has more than 22% ToHit with tactics and what not and I don't really use my nuke (atomic blast)....I always liked the Photon Torpedo sound (and animation) of Rad. Blast's snipe....
Hmm...
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I will say that it will make me think about respec'ing my main (Kin/Rad Def) so take the Radiation Blast's snipe power though...
I think EI has more than 22% ToHit with tactics and what not and I don't really use my nuke (atomic blast)....I always liked the Photon Torpedo sound (and animation) of Rad. Blast's snipe.... Hmm... |
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On second thought go ahead and respec out of your nuke.
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Kismet's "+6%" accuracy" is mislabeled, it is actually +6% tohit.
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Still with the Proc and Tactics I was only able to get +17% To Hit....hrmm. Even with Alpha Help I was only able to get it to 18%...
Seems to me like the snipe changes are basically a buff to team damage output that you can also leverage in a solo situation with some tactics, depending on your powersets.
What synergy does +res have with absorb? I always figured, if you can just avoid the damage, you save your absorb.
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Absorb powers stick that shield up, and refresh it periodically. So the attackers have to break through the shield before its refreshed. So for absorb, there's a huge difference between 10 points of damage every second and 100 points of damage every 10 seconds. Both deal the same amount of damage on average, but if you have a 40 point absorb shield that refreshes every 3 seconds, in the first situation you'd take no damage. Your shield would take 30 points of damage every 3 seconds, and then refresh to full. But in the second case, you'd be taking 60 points of damage every 10 seconds as that 100 point attack blasts through your shields. In between those big shots your Absorb shield will be refreshing while already full, which means you aren't getting the full power of the Absorb shield.
So, for Absorb, the trick is to have lower damage more often rather than higher damage less often, so you get the maximum benefit from your shields. High resistance reduces the damage of each attack, making it less likely they will penetrate your shields. High defense, meanwhile, reduces how often you get hit but not how hard you get hit: full strength attacks while they hit less often will be more likely to penetrate the Absorb shield.
If you can put yourself into situations where the damage is less bursty and more continuous, Absorb will be more efficient. If the devs design Absorb on the presumption that the average player will see a certain efficiency, min/maxers who can beat that will get more out of Absorb.
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Straight from the source, with permission:
"If you get it from a toggle, that toggle will be considered "Defensive" and will therefore stay toggled while you are crowd controlled. If you get it from a click, of course, the buff's duration will continue to count down while you are held/stunned/slept/feared, so you will still have your regeneration as long as you're not locked down for more than 30 seconds."
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All this sounds great to me.
Makes snipes worth taking, adds an indeterminate amount of survivability, and /dev gets a much needed upgrade.
Looking forward to checking it out!
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We will def have to wait until this hits I24 BETA. Now for the Nuke Changes...
If you can put yourself into situations where the damage is less bursty and more continuous, Absorb will be more efficient. If the devs design Absorb on the presumption that the average player will see a certain efficiency, min/maxers who can beat that will get more out of Absorb.
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Ah thank you Seldom! When Hawk Mentioned the Kismet Proc I became confused.
Still with the Proc and Tactics I was only able to get +17% To Hit....hrmm. Even with Alpha Help I was only able to get it to 18%... |
The nature of this makes it hard to see the value of even making a second build to use this. If you wanted to make a team build you would still be stuck every time the guy with tactics moved out of range unless you had several.
These are cool. I've always favored Sonic Blast as a utilitarian pool for the -resist it provides, but without a snipe I'd have to see what they wind up doing.
I still don't understand why they don't just drop the -1,000% recovery portion of the crash down to the -100% that Peacebringers and Warshades have on their nukes. It's effective at making it something to be careful about using without rendering you completely unable to defend yourself after using it.
These are cool. I've always favored Sonic Blast as a utilitarian pool for the -resist it provides, but without a snipe I'd have to see what they wind up doing.
I still don't understand why they don't just drop the -1,000% recovery portion of the crash down to the -100% that Peacebringers and Warshades have on their nukes. It's effective at making it something to be careful about using without rendering you completely unable to defend yourself after using it. |
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Is that a problem with Nukes or a problem with Drain Psyche? Though I guess that does explain why it isn't so simple.
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If suddenly nukes can just be used left and right, well, that alone would increase survivability over what is now in production and would make it harder to quantify the impact of the new tools.
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I guess it's all about intentions. Perhaps they wanted Kheledians to be able to buff out of the penalty. Either way, nukes may still be revised. I guess they won't touch them yet because they want to make sure they can measure survivability boosts caused by the new survivability tools.
If suddenly nukes can just be used left and right, well, that alone would increase survivability over what is now in production and would make it harder to quantify the impact of the new tools. |
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You are going to need an outside buff for almost all combinations. Either an insight or somebody on your team running tactics.
The nature of this makes it hard to see the value of even making a second build to use this. If you wanted to make a team build you would still be stuck every time the guy with tactics moved out of range unless you had several. |
+15% To Hit seems very reasonable even for non /Device and /Energy Blasters...and all the other ATs. You can reach +15 To Hit with just tactics and Kismet alone...depending on Aim or Yellows seems...It just doesn't seem as impressive and as handy as the Assassin's Strike Change. It might be just me though.
/Devices can make this perma. /Energy can, with the right build. For other blasters specifically, other secondaries will only be able to get this up maybe half the time (BU and Aim), which is still pretty good, but they can also take tactics and kismet, and let one small yellow put them over the top, much like many people build to 33% defense and let one small purple take them to the soft cap.
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The quote means that if my enhancement info tells me that I've put Targeting Drone at 20% or higher I have reached the target amount?
Second question, a bit greedy with the opportunity, will cloaking device retain the cloak now that it's named 'Field Operative'? I presume so, since Hawk felt we wouldn't need a respec to fix the gap.
Thanks in advance!
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Sounds like I can use snipe in my already awesome attack chain... Not a game changer but still an improvement to blasters IMHO.