i24 Blaster Changes
Personally, I think Stalkers made out like bandits too. I'm one of the few that actually took my Mace Beam. If having enough ToHit to take a 8 sec snipe down to anything less than 3 *AND* getting crit damage on it? I wonder how I can get enough ToHit to keep it perma...if not, I can still just pop yellows.
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But as far as I can see, Devices just became the best secondary. Good thing I have two of them!
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The permanent fast-snipe does help counter it's weaknesses in terms of a lack of single target damage (which other sets get through melee attacks and Build Up). From a practical point of view I think it really shifts Devices into what it should have been from the start: the Stalker of Blaster secondaries. A Devices Blaster paired with an appropriate Primary has the ability to build up a very strong ranged single target damage capability (Assault Rifle and Beam Rifle in particular since they have set specific bonuses on their Snipes)
Now if the fast-cast ability applied to Trip Mine I'd agree that Devices is the best secondary .
None of the sustain defensive powers being added, to the best of my knowledge, require actually hitting anything. Arbiter Hawk made it a point to mention that in the session: powers that hit things now you can still use that way, but if you choose to stand off away from the targets, those powers will still buff you even if they don't hit anything.
The exception is Drain Psyche, which already exists and is not being changed: its already far more powerful than the sustain powers being added. |
Unless the healing tic is considerably moderate it will be subpar when compared to other ones, specially if you only depend on that one power to keep you alive while you are mezzed.
I'll help test this ad-nauseum once this gets to beta, having someone from the "We are fine as it is" throwing numbers might help balance the final product during beta .
Honestly somewhat (not utterly) underwhelmed by the +regen/+recov. Using it on my /WP Brute I find that without much (or any) Res/Def to go with it (or running middle ground regen numbers); you're still going to eat dirt.
Would've preferred something like [front-loaded] Healing and/or Endurance over Time or even a degrading Absorb effect.
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Still? It didn't have one 21 minutes ago either. How about that.
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But thinking about it further AR is a great example of how this pure gold for defenders/corruptors
An AR defender all of a sudden has a permanent fast snipe in their attack chain the AR blaster is once again grasping air.
I'll take that as a concession from you.
But thinking about it further AR is a great example of how this pure gold for defenders/corruptors An AR defender all of a sudden has a permanent fast snipe in their attack chain the AR blaster is once again grasping air. |
The changes look interesting, certainly shores up the ability to keep fighting. I'll have to wait and see on final numbers and which powers that are getting changed. Doesn't address other ATs encroachment on blaster damage but lets see what appears on beta.
H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
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I cant make any based opinion until the i24 beta actually hits. But +regen most of the time is better than healing over time. We can see how Pain's bubble is more useful on a Mastermind than it is on a Corruptor.
Unless the healing tic is considerably moderate it will be subpar when compared to other ones, specially if you only depend on that one power to keep you alive while you are mezzed. I'll help test this ad-nauseum once this gets to beta, having someone from the "We are fine as it is" throwing numbers might help balance the final product during beta . |
AR doesn't have aim neither does dual pistols, good luck making that work for them, or anything that isn't energy manipulation.
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Still? It didn't have one 21 minutes ago either. How about that.
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Unlike AF I'm not going to say that this is the end of the world but I'm also not 100% convinced that it helps AR when paired with a non-Devices set.
Honestly somewhat (not utterly) underwhelmed by the +regen/+recov. Using it on my /WP Brute I find that without much (or any) Res/Def to go with it (or running middle ground regen numbers); you're still going to eat dirt.
Would've preferred something like Healing and/or Endurance over Time or even a degrading Absorb effect. |
Would've preferred something like Healing and/or Endurance over Time or even a degrading Absorb effect.
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But I agree with the notion that alone, this is likely not as effective as needed. That said, on top of IOs and Epic shields, it may be very good. Will it be good enough in the 20s to 40s? Possibly; stuff does less damage in those levels, but I didn't think Drain Psyche was all that great until I stacked defense on top of it (but it also wasn't perma either, and it seems like these others will be perma).
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.
Honestly somewhat (not utterly) underwhelmed by the +regen/+recov. Using it on my /WP Brute I find that without much (or any) Res/Def to go with it (or running middle ground regen numbers); you're still going to eat dirt.
Would've preferred something like [front-loaded] Healing and/or Endurance over Time or even a degrading Absorb effect. |
H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD
I cant make any based opinion until the i24 beta actually hits. But +regen most of the time is better than healing over time. We can see how Pain's bubble is more useful on a Mastermind than it is on a Corruptor.
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In fact, regen *is* heal over time: we regenerate in big 5% health chunks, by default every 12 seconds. To make a regen power and a HoT power have the same basic survival strength, but with different delivery mechanisms, just requires a couple of seconds of math.
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Kinda excited now after reading this.
Means for me...that my Elec/Dev blaster may actually now get a quasi-t3 blast in the form of the snipe, plus those nifty little perks from Field Operative.
My DP/Elec blaster will no longer have to get in close to perform his ES anymore, and gets a nice little perk from that other Force of Thunder. (wait...i don't have lightning clap. CRAP! Now i gotta figure out how to squeeze it into my build!).
My AR/Energy blaster gonna get some nicey-nice. My Rad/Psi blaster...oh boy..."Ready photon torpedoes. ...Fire!"
All in all...sounds like a pretty good start in giving blasters the help they need, and ranged sets all around.
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Much as it kills me to agree with Another_Fan he does have a point about Assault Rifle. AR is one of the sets that really benefits from the buff since it lacks a traditional 3rd Blast (instead having Ignite which has pros and cons compared tot he more traditional blasts). Paired with Devices AR is sitting pretty since it can get permanent fast-snipe and bonus snipe damage and with Energy it can have the Tactics/Power Boost combo you discussed. However with other secondaries the lack of aim means it'll have half the fast-snipe time of other primary/secondary combos.
Unlike AF I'm not going to say that this is the end of the world but I'm also not 100% convinced that it helps AR when paired with a non-Devices set. |
H: Blaster 50, Defender 50, Tank 50, Scrapper 50, Controller 50, PB 50, WS 50
V: Brute 50, Corruptor 50, MM 50, Dominator 50, Stalker 50, AW 50, AS 50
Top 4: Controller, Brute, Scrapper, Corruptor
Bottom 4: (Peacebringer) way below everything else, Mastermind, Dominator, Blaster
CoH in WQHD
Well, if they made it so Cauterizing Aura was 30ft range and didn't suppress, I'd say **** it. I'll take it...and I'll probably drop (read: probably not) Hot Feet as it costs an arm and a leg to run....unless Cauterizing Aura comes with a small recovery buff as well...
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Honestly once they said powers would be along the lines of Drain Psyche I hoped they just added a Regen mechanic to Consume over the recovery.
A definite win for those of us that were happy with blasters.
We got stuck with a goofy mechanic but one we can completely avoid so no harm no foul. The extra range is nice and the survival power really doesn't look like a big deal.
Why 22%?
Because on a Defender, Tactics six-slotted with 50+5 ToHit is 21.96% ToHit.
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Much as it kills me to agree with Another_Fan he does have a point about Assault Rifle. AR is one of the sets that really benefits from the buff since it lacks a traditional 3rd Blast (instead having Ignite which has pros and cons compared tot he more traditional blasts). Paired with Devices AR is sitting pretty since it can get permanent fast-snipe and bonus snipe damage and with Energy it can have the Tactics/Power Boost combo you discussed. However with other secondaries the lack of aim means it'll have half the fast-snipe time of other primary/secondary combos.
Unlike AF I'm not going to say that this is the end of the world but I'm also not 100% convinced that it helps AR when paired with a non-Devices set. |
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+Regen and HoT is the same thing by different mechanic. Suppress Pain is better than Soothing Aura because it appears to be designed stronger for some reason.
In fact, regen *is* heal over time: we regenerate in big 5% health chunks, by default every 12 seconds. To make a regen power and a HoT power have the same basic survival strength, but with different delivery mechanisms, just requires a couple of seconds of math. |
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+Regen and HoT is the same thing by different mechanic. Suppress Pain is better than Soothing Aura because it appears to be designed stronger for some reason.
In fact, regen *is* heal over time: we regenerate in big 5% health chunks, by default every 12 seconds. To make a regen power and a HoT power have the same basic survival strength, but with different delivery mechanisms, just requires a couple of seconds of math. |
In fact, regen *is* heal over time: we regenerate in big 5% health chunks, by default every 12 seconds. To make a regen power and a HoT power have the same basic survival strength, but with different delivery mechanisms, just requires a couple of seconds of math.
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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.
The exception is Drain Psyche, which already exists and is not being changed: its already far more powerful than the sustain powers being added.
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