i24 Blaster Changes
Dark Manipulation.Touch of Fear >> Touch of the Beyond This is still a melee click that needs a target. Using it on a foe grants a long duration (60 sec?) regen buff along with fearing and debuffing the target. This buff, AFAIR, does not stack on the caster.
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Touch of Fear becomes Land of Fear. A pet that can be place up to 80 feet away and lasts 10 seconds (maybe use that Dark control immob swirly effect on the ground). Every 2 seconds this pet ticks a terrorize and to-hit debuff effect in a 10 foot radius that can affect up to five targets with an 8 second duration.
Plus it grants the caster a long duration regen buff.
So not happening, but it would be the bees knees.
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.
Actually Touch of the Beyond should still be usable by itself with no enemies to target for the regen buff. Hawk said everything but Drain Psyche (which isn't changing) is going to be useful on it's lonesome or in the middle of combat for the survivability buffs.
As for the 'woe it isn't enough' why don't you actually wait to see the numbers :P
Eh, bad example. Blazing Aura Sucks, with puny damage on AoE at 8ft radius instead of 10 or 20 like other powers, being the reason why it's skipped a lot, so I could go and say "why wasnt it placed on consume to make it like drain psyche?", so i dont think only Elec got screwed.
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My fire/fire blaster with blazing aura and hot feet would disagree.
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5-slot; 3 Theft of Essence's A/E/H, A/H and proc and the 2 for either Scirroco's A/D/E, D/E or Numina's H/E, H?
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

British by act of union, English by grace of God, Northern by pure good fortune!
Melee only, so not useful for certain playstyles. Including the playstyle that the word 'blaster' sounds like it should have.
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But I'm guessing the choice to add the effect to that power was a balancing point. DM has decently strong attacks, some extra AoE control in Dark Pit, a dmg aura, a mez/debuff and a heightened dmg buff in Soul Drain, I'd imagine all these factors played into where and how DM got its add-on and thematically, it works.
Good that it works out of combat, but it still does the KB which is the reason the power is skipped, so now you will be stuck between wanting that extra regen in combat and annoying the whole team if you use the power. And if you leave combat to cast the power then you are being carried by the team. |
Ok, but this needs constant endurance (Most likely) unlike other sets. |
Ok, but again needs endurance, and doesn't a 30' range really increase the chance of unwanted aggro? |
An admission that a set propped up by a single power is ok ![]() So this solidifies my theory that these are awful changes. And that is ignoring the fact that I think regen is a bad idea. |

Actually a good alternative would have been looking at the average health a blaster finishes a fight with, the average time the next fight starts and then seeing what regen the blaster needs, adjusting it to what they think is a reasonable level and then adding that onto the base regen.
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You should not need to be in melee combat for longer than 60 seconds...hell, you shouldn't need to be there for longer than 30 because that's how long the buff will last in a combat situation.
It also tics slower, lowering the amount of aggro it might attract. Currently, Chilling Embrace tics multiple times a second, the new aura only tics every 3 seconds. I think it's fine and concede that you'll have your own opinion. |
As for Lightning Clap you are right most combats won't last that long but most teams don't stop for a few seconds in between spawns while you refresh your buffs and it is probably very easy to end up in a fight when you realise the buff has run out, and the way regen works the longer you are without it the worse off you are. I just think they should have taken the time to also make the power itself worth using, so people aren't having to use an otherwise poor power just for this buff.
Chilling Embrace I don't quite see your point about the tics, I think they were slowed down to stop it being overpowered but they won't change how easy it is to wander too close to an additional spawn (Or run across a junction to find a mob in the turning which is suddenly aggroed). I might be wrong on just how big 30' is, but it sounds dangerous. That was more a general observation than a complaint though.
British by act of union, English by grace of God, Northern by pure good fortune!
Am I the only person that is actually HAPPY about these changes?
My 2 level 50 blasters are getting one of the missing components to being truly monstrous. (Fire/Fire and Sonic/Devices).
I might even decide to roll up the Dark/Fire I was thinking about as well.
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. |
Am I the only person that is actually HAPPY about these changes?
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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.
Am I the only person that is actually HAPPY about these changes?
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My 2 level 50 blasters are getting one of the missing components to being truly monstrous. (Fire/Fire and Sonic/Devices). I might even decide to roll up the Dark/Fire I was thinking about as well. |
My defender can chain Proton Volley! My corr is getting, uh, faster animations, but that's all I ever wanted with him anyways.
I24 is going to be funtastic.
Then it's time for them to get off the cross, use the wood to build a bridge, and get over it.
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The changes to the snipe are poor in my opinion. Even if it shoots faster every now and then, the damage is still poor. For me, a sniper attack is a instant kill, a shot meant to blow someones head apart, to take them out at range.
It doesnt do that. Im not asking for a boss to go down with one shot, but it should do a lot more damage than it does.
Rockshock (Druid Tanker), Medicat (Combat Medic), Dwarf From the North (Ice Mage), Rocket Gal (Energy Blaster), Graveborn (Undead Mastermind), Streeker (Punching Speedster), Op. Sidewinder (Recluse's pet Spider)
If you're drowning and someone throws you a life preserver and you don't grab it, it's hard to make a case they didn't try to make things better for you.
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Oh, sure, that might have made things better for people who haven't got their pride, but let me tell you, it doesn't do me any good. And you should have known that. Your failure to offer me retroactive swimming lessons is a slap in the face.
As for Lightning Clap you are right most combats won't last that long but most teams don't stop for a few seconds in between spawns while you refresh your buffs and it is probably very easy to end up in a fight when you realise the buff has run out, and the way regen works the longer you are without it the worse off you are. I just think they should have taken the time to also make the power itself worth using, so people aren't having to use an otherwise poor power just for this buff. |

Then consider the next round of buffs, they now have powers they don't really want to change.
Simply adding it to the base and saying 'the first step is reducing your downtime' would have probably been widely welcomed rather than derided.
British by act of union, English by grace of God, Northern by pure good fortune!
*ahem*
Oh, sure, that might have made things better for people who haven't got their pride, but let me tell you, it doesn't do me any good. And you should have known that. Your failure to offer me retroactive swimming lessons is a slap in the face. |

Well, without slotting, Lightning Clap recharges in 30 seconds. I'm guessing the recharge of Might of Thunder will be the same and am fairly sure the sustain mechanic refreshes but doesn't stack, so you can get the power to recharge in 15-20sec without much slotting. All you have to do is decide when is the most convenient chance to use it. You don't need a few seconds between spawns, you just need 2 seconds at any point you're not fighting.
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KB to KD, or remove it and have reliable stun.
But I guess the beta forums will be a good place for that feedback. Hell it might even get listened to!
British by act of union, English by grace of God, Northern by pure good fortune!
British by act of union, English by grace of God, Northern by pure good fortune!
Am I the only person that is actually HAPPY about these changes?
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The range boost for Lancer shot is nice, I'm going to slot Cutting Beam for Range and have an effective combat range of ~75feet. I was working out a new build for him last night, I can softcap ranged defense, get in 70% global recharge and 6-slot Cloaking Device to help maximize regen (actually only 3 slots are being used for Healing and Endurance, the other three are procs and globals).
For the Defender I'm already over the to hit cap due to using Clarion to Power Boost Farsight so it's just a matter of a dropping something to take Zapp (probably Voltaic Sentinel) and adding a Kismet somewhere (to keep me over the limit in situations where Incarnate powers are unavailable). He's already an AoE machine so I'm psyched to add more ST damage to him.
My AR/Dev and Traps/AR characters would also love these changes except I'm probably going to retire both of them (for unrelated reasons).
I will note that there are a couple of Blaster secondary changes I'm worried about. Some of it will probably come out in Beta but in particular I think changing Lightning Clap to a Knockdown power would be an excellent idea.
I know they cut the Interrupt out for 'enhanced snipe'; did they shave down the casting time as well (or are they one and the same?)? On the vids, it didn't seem as if they were taking a full four seconds to fire one off (but my memory's kinda fuzzy).
Apparently, I play "City of Shakespeare"
*Arc #95278-Gathering the Four Winds -3 step arc; challenging - 5 Ratings/3 Stars (still working out the kinks)
*Arc #177826-Lights, Camera, Scream! - 3 step arc, camp horror; try out in 1st person POV - 35 Ratings/4 Stars

Simply adding it to the base and saying 'the first step is reducing your downtime' would have probably been widely welcomed rather than derided.
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I'd recommend we focus our energy on thinking of how to make suggestions that work with the proposed changes or only very slightly modify them, rather than saying throw out the work and testing done up to this point and start over.
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.
I know they cut the Interrupt out for 'enhanced snipe'; did they shave down the casting time as well (or are they one and the same?)? On the vids, it didn't seem as if they were taking a full four seconds to fire one off (but my memory's kinda fuzzy).
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The AS changes went live without the AS animations being normalised, I wouldn't want that done again.
British by act of union, English by grace of God, Northern by pure good fortune!
The way I see it, people, is Blasters do *NOT* get an armor set. They won't get one. Period. The end. You're not going to get a mitigation secondary with defense here, HP there, a heal here, regen there. No, you might get *ONE* power that does that and that's it. You can pick up other defensive powers around to help you out to tank stuff but we're not building Blasters up to become tanks so we're not building up their secondaries to emulate an armor set. Period. The end.
The goal of this change was to add something to the AT to help it sustain itself under more stress. A lot of the options added were a good choice, IMO, because it doesn't make them tanky but it gives them the ability to keep up or even push faster. You don't need to muster a whole slew of little effects to get this either, it's wrapped into one power for you. Is it good design to just put 1 'overpowered' buff in each secondary? Probably not, but it's the easier option that's easier to balance around and simplest to take advantage of for new and current blasters.