i24 Blaster Changes


Adeon Hawkwood

 

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Originally Posted by Alexander_Drako View Post
Hmph, now that i reread everything, it said that cauterizing aura is a Heal over time... so that means it doesnt work based on who is or isnt hitting? If it's like the Corruptor's Pain Bubble I will not bother to slot it*shrugs* kinda meh about that. But the changes to the T3 were really welcomed.
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.


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Posted

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Originally Posted by Leo_G View Post
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.
Stalkers get it as well ? Missed that.


 

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Originally Posted by Another_Fan View Post
AR doesn't have aim
Still? It didn't have one 21 minutes ago either. How about that.


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Originally Posted by EvilGeko View Post
But as far as I can see, Devices just became the best secondary. Good thing I have two of them!
Devices definitely got a huge boost but I don't think it's the best secondary. It definitely becomes very good but not the best.

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 .


 

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Originally Posted by Arcanaville View Post
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.
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 .


 

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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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Originally Posted by Arcanaville View Post
Still? It didn't have one 21 minutes ago either. How about that.
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.


 

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Originally Posted by Another_Fan View Post
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.
That's true for Fenders, but I think Ruptors will have a harder time keeping the perma potential, the Tactics boost of corruptors is considerably lower on them.


 

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Originally Posted by Arcanaville View Post
Still? It didn't have one 21 minutes ago either. How about that.
I request lowered snide levels.


 

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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
CoH in WQHD

 

Posted

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Originally Posted by Alexander_Drako View Post
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 .
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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Originally Posted by Another_Fan View Post
AR doesn't have aim neither does dual pistols, good luck making that work for them, or anything that isn't energy manipulation.
Quote:
Originally Posted by Arcanaville View Post
Still? It didn't have one 21 minutes ago either. How about that.
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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Originally Posted by Yogi_Bare View Post
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.
In terms of personal survivability the new powers are going to be much better than drain psyche, you won't have close to melee range of 5 or 6 enemies to get the buff and you will be able to use it before or after combat.


 

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Originally Posted by Yogi_Bare View Post
Would've preferred something like Healing and/or Endurance over Time or even a degrading Absorb effect.
The effect varies with secondary.

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).


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So, you want to be Mental?
What the hell? Let's buff defenders.
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Posted

Quote:
Originally Posted by Yogi_Bare View Post
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.
It certainly pushes the older secondary sets closer to /Mental. I know my /fire blaster will love the better blazing aura A case where I won't need to respec my blaster as I have that power already and hot feet.


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

 

Posted

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Originally Posted by Alexander_Drako View Post
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.
+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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Posted

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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Posted

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Originally Posted by Adeon Hawkwood View Post
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.
My AR/Dev blaster will require a big time respec when this hits. Also have to account for the KB to KD proc too.


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

 

Posted

Quote:
Originally Posted by Leo_G View Post
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...
I agree, but the thing is they said the new powers wont need to hit anyone to keep working. They also mentioned it was a Heal over Time, and that's it. If it gives me a small tic of healing for every enemy i hit, I'd take it, but if it will just be a weakened version of Pain's Soothing Aura, then I don't think this one is worth taking.

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.


 

Posted

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.


 

Posted

Quote:
Originally Posted by Adeon Hawkwood View Post
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.
For lack of having Aim it has a snipe that is almost twice as powerful in single target DPA terms than most other blaster primaries. Until someone can show me all the other 3.0 DS/sec ranged attacks out there that I forgot about, I'm not going to worry about AR just yet.


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Posted

Quote:
Originally Posted by Arcanaville View Post
+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.
Personally, I'd rather have the Health bump every 2 seconds rather than every 12.


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Posted

Quote:
Originally Posted by Arcanaville View Post
+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.
Not neccesarily because you are missing just one small thing on the math. +Regen stacks with whatever regen you have already(health, bonuses, ect), while HoT works alone, maybe based on max health which isnt as accesible to blasters. Based on that math is that I say that +regen > HoT.


 

Posted

Quote:
Originally Posted by Arcanaville View Post
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.
There is one difference that I can think of (two if we include PvP, but the BA effect will likely be regen in PvP if it exists there at all). Actual HoTs wake you from sleep, +regen does not.


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.