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Posts
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So you don't think that time spent in between fights recovering would affect the performance of sets throughout a play session? How sets perform in each individual combat lasting 20 to 50 seconds is more important in your opinion than how they perform for an entire mission or over the course of several missions?
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Significantly reduced animation times on Burst, Slug, Flamethrower, and Full Auto. Taser given range. Device's toggles only suppress when mezzed instead of drop. Ignite was reduced in power by having its recharge increased (it was melting AVs ridiculously before). Rifle has been hugely improved in the past 2 years. It is always mentioned as a top performer for AoE damage.
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Since Clear Mind had its animation changed, I have mixed feelings. Naturally I love the shorter cast time, but I'd much prefer something more similar to the old look. Ring of Fire's animation would be perfect as an option, since it looks similar to the old animation, just much faster.
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Quote:Dispersion Bubble grants you outright protection from three of the more egregious mezzes, Hold, Stun, and Immobilize. Fear and Confuse are very rare. So that just leaves Sleeps that you need to be concerned with, which break when you are hit (or healed).If you are playing a squishy, or an AT without mez protection, how does defense against mezzes work?
I have a mind/ff troller in mid twenties, and working on a build that would get soft capped defense to ranged attacks. Would this cover ranged mezzes? Was hoping that I would be able to hover over the fray doing the troller thing, and still have a great chance for ranged mezzes to completely miss me most of the time. -
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Quote:The range factor is not insignificant. I don't really feel it makes up for the extra survivability of armored toons, but it is a point in blasters favor. Blasters are not totally eclipsed just because everyone can deal damage.Yet here we are saying it is ok that other AT's are capable of infringing well into blaster damage territory. It isn't just scrappers either, they just happen to do it with a lot of their combos. Doms, trollers, corrs, mm's, brutes and who knows who else all have combos that can get uncomfortably close to the damage a blaster can produce. In some cases they may well be able to surpass them. In all cases they bring far more than just 'damage', which blasters are largely restricted to doing.
Big AoEs and strong single target attacks from range matter. This can be especially true when you do have an aggro soaker. We have all seen scrappers die because they were in melee and the AoEs and maybe a stray aggro takes them out, even though a tanker was doing a good job. We have all seen blasters live through the same situation because they are way over there shooting off attacks. Once again, I am not saying it is balanced in favor of the blaster here (after all, the scrapper usually survives that scenario, and a blaster who may try to get into melee at the wrong time often does not), I am just saying that the ability to have that gobs of damage from range is not negligible and cannot just be brushed off. It counts for something.
I say that despite the fact that my personal preference is to be in the center of the spawn with most of my blasters (I like /Fire Manip... a lot). Even I get significant benefit from the range factor. -
Quote:Not before ED, right now. I said it would kill most of a spawn, not all; the minions will die, the Lts. will be a bit under half health.This must have been before ED as well because I ain't seeing that. All regular craft level 35 IO's. Accuracy, Damage, Damage, Damage, Recharge, Recharge doesn't kill ALL them unless they are green. Does damage ramp up with level or something?
A level 35 minion has ~347 HPs.
+95% damage slotted Breath + Ball deals ~268 pts of damage from a lvl 35 blaster (plus some extra DoT from Fireball which I did not include).
Add Aim and they deal ~354 damage. Dead white things. With the DoT added in, you have a good chance to kill +1s. Dead yellow things.
Add Build Up and they deal ~406 damage. Now you are likely killing +2 minions. Dead orange things. -
Well, if you were at the blaster cap and then you just added the Apocalypse on top of generic IOs, you should not have received any increase in HPs, you should have stayed at 1606.3.
Are you checking your HPs while exemplared? -
Quote:Possibly, but of course the soft controls do give them more time to get more hard controls applied and do give the team more time to deal damage (I almost never think of things in just solo or just teamed situations, but rather how they apply to both). Many controller soft controls are also quite long lasting.Eh, controller have very hard controls, and while some are soft, they dont have the damage to take full advantage of them.
KB on a controller means the mobs aren't hitting them, which is true, but they cant deal enough damage to kill all the mobs before the soft controls wear off.
Dominators DO have the damage to take full advantage of their soft controls (as do scrappers/brutes incidentally). -
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Yes, you can go through missions slow as molasses and then claim that you are very safe. Yes, an IOd blaster can come close to an SOd scrappers survivability
Yes, you can take the most controllery of blasters and be very safe, but also have low damage output (relative to less safe blasters). You are sacrificing blaster damage to be safer on that blaster. The question others are asking is, "What do many scrappers give up for their mix of safety and damage?" Sure, not all scrappers encroach on Fire blaster damage. But those that do, do not have to make sacrifices in their survivability in order to gain that damage (OK, that is not strictly true. Generally /Fire and /Elec sacrifice relative to other armor sets. /Shield is odd. However, even /Fire and /Electric have gobs more survivability than blasters, so they are not sacrificing their survivability for their damage).
Blaster safety, generally, is the kind that requires sacrifice in another area. It normally requires you to sacrifice time dealing damage in order to spend time staying safe.
I agree. If our observations match reality in general, I think that is a good thing and a sign that we may not want things messed with. I am concerned that if blasters do become more obviously better for damage dealing, people may be more insistent on making sure to have blasters on a team, rather than being content with brutes/scrappers/dominators. -
Quote:I am not sure I would use the word poorly. They are uniquely designed, although one could say that tankers and to a lesser extent defenders "suffer" similar issues. For example, you ask, "Does the ability of a controller to lock down enemies negate the survivability advantage a tank has over a scrapper and therefore indicate the two ATs should have more similar damage?" There are some who complain about that very thing. They say the tanker survivability edge is of nebulous benefit, especially throughout most of the game. The devs recently made some changes to address that very concern.That said, I like my blasters. I think they're fun and I doubt I'll stop playing or making them anytime soon, but I also think they're poorly balanced.
Will they adjust blasters again? I think stalkers are probably (hopefully?) going to get looked into first. What can they do for blasters? They have already once rejected the idea of buffing their mitigation. Their damage level is already very high. Adding more controls could work, but will make them more like dominators (and they are already pretty close as is). Buff/Debuff seems well out of concept. There was a point (long ago) when blasters had a DPE edge and adding that back was considered as one of the changes for I11, but ultimately abandoned (and with inherent Stamina, that does not truly seem like a boon anyway).
Quote:but they should (imo) do clearly more damage than anyone and everyone else. If a scrapper can do anywhere approaching the same damage as a blaster then the blaster has already lost.
Just like with the tanker/brute/scrapper, I think the nebulous nature may be a good thing. If the extra mitigation tankers bring was clearly needed, that forces the game into the trinity role. If blasters were the clear winners in damage as you suggest, it could lead to people clearly wanting blasters for their higher damage and therefore clearly needing buff/debuff and aggro control to keep them standing. It is the fact that things are so close that may be what makes the game more interesting when it comes to team makeup, since so many options work. -
Quote:That is a very scrapper way of looking at things.As to why the arguments for debuff resistance only ever get brought up at the absolute top tier of performance when used by top tier players it's largely an issue of the contribution of debuff resistances not being substantial enough at average levels of difficulty to make their presence actually worthwhile and noticeable. If you only ever bring up the assumption of average performance, virtually all non-DDR debuff resistances are completely pointless: the only time most debuffs matter to any significant extent is when they are being leveraged heavily, which doesn't matter when you're assuming average performance because average performance doesn't include enemies in sufficient quantity to actually make much of a difference. It doesn't make much of a case to point out the flaws of lacking debuff resistance when most sets could completely remove their non-DDR debuff resistance without ever noticing it. The only time the lack of debuff resistances is actually important is when you're doing high performance activities where the lack of debuff resistances is actually going to inhibit you.
Tankers, and to a lesser extent brutes, often have to deal with a lot of debuffs when teamed while performing very average levels of activity. If Regen was a tanker or maybe even brute set, it probably would have gotten some debuff protection added to it already. -
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Quote:I would submit that the best AoEing blasters outdoing the best AoEing armoreds and the best AoEing armoreds macthing the average AoEing blasters is probably somewhere near a good balance point. I am not sure we are actually at that point, but it sometimes feels pretty decent in game, but I play a lot of those best AoEing blasters more often then I play those average AoEing blasters.So the way I see it they have to do a lot more damage than a scrapper to make up for my lost damage due to extra support time and due to the fact that they are intended to be the highest damage AT. I can't say exactly how much faster the team should be killing as a result, but it should probably be a tangible shift in performance*
*which it certainly is for archery (omg RoA) and fireblast, but aoe spec scrappers/brutes seem to keep pace with most other blasters on the team front ime.
Quote:I don't know. Honestly my /therm doesn't define itself by following around a blaster with cauterize on auto in addition to all my other buffing duties. I feel I get plenty of opportunity to support in almost all team configurations and personally the times that pop up where I need to focus almost entirely on support aren't very fun for me because I have an entire primary largely being neglected.
I am not implying that buff/debuff/aggro control need to babysit blasters. I am merely implying that if buff/debuff and aggro control simply do their thing, then they will be rewarded with blasters who exceed the norm. I think giving out the good buffs to teammates is quite beneficial over the long haul, despite the small sacrifice in time spent shooting stuff. I would even propose that it is more likely you would have to spend more time not shooting stuff if you spend less time buffing, because less time buffing likely means more time healing or rezzing or running away or dying yourself.
Quote:With regard to tanking, my fire/ss/pyre honestly can't tell the difference one way or the other because I attempt to hold all agro regardless of team composition. I see that and doing solid aoe damage as my main responsibilities. I don't turn off gauntlet (even if I could) on fireball and footstomp just because the team may have more self sufficient toons on it. I can't imagine it being different on even tougher tanks. -
Pistols/Fire - melee preferred (my personal preference)
PBAoEs are good. Center of the spawn is good. As you level, you will have to use a lot more judgment about how much and how often you are in melee (once you get into the 40s, center of the spawn should usually be your comfort zone). However, you should stick to close range, so you are always ready to move as needed. Use Incendiary Ammo once you get Swap Ammo.
Early powers are both of the first two attacks from Pistols, Swap Ammo, and Bullet Rain. Ring, Fire Sword, Fire Sword Circle, and Build Up. I strongly recommend Hurdle and Health. After 20 I'd recommend Combat Jumping and then you can start to fill in from your personal preferences. Suppressive Fire is a good control power and I really like Piercing Rounds for its extra punch. I'd avoid Empty Clips, as the cone is not conducive to the middle of the spawn preference.
I prefer to start taking the fighting pool in the twenties but the Speed pool is a good option here as well. You could also fit a travel power in here and Acrobatics is a decent pick as well. Consume will come in handy after you get Hot Feet, so you can take it at 28, but if you are not having end problems, you could put it off until level 35.
Hail of Bullets at 32, of course, and Hot Feet at 38. Slot Hot Feet for Damage, End reduction, Slow (30-50% slow eventually), and Accuracy. It is a great power to Frankenslot with a mix of PBAoE and Slow sets.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Level 23 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Fire Manipulation
Power Pool: Fitness
Power Pool: Leaping
Hero Profile:
Level 1: Pistols -- Empty(A), Empty(7), Empty(17)
Level 1: Ring of Fire -- Empty(A), Empty(3)
Level 2: Dual Wield -- Empty(A), Empty(3), Empty(17), Empty(23)
Level 4: Fire Sword -- Empty(A), Empty(5), Empty(5), Empty(7)
Level 6: Hurdle -- Empty(A)
Level 8: Bullet Rain -- Empty(A), Empty(9), Empty(9), Empty(13), Empty(15)
Level 10: Fire Sword Circle -- Empty(A), Empty(11), Empty(11), Empty(13), Empty(15)
Level 12: Swap Ammo
Level 14: Health -- Empty(A)
Level 16: Build Up -- Empty(A)
Level 18: Executioner's Shot -- Empty(A), Empty(19), Empty(19), Empty(21), Empty(23)
Level 20: Stamina -- Empty(A), Empty(21)
Level 22: Combat Jumping -- Empty(A)
Pistols/Fire - range preferred
Staying on the edges or just off the edge of the spawn is desired. You will want to start off lining up your cone and then using it in combination with Bullet Rain. From there you can decide if you want to jump in for Fire Sword Circle (if you even take it). This route can all but eliminate redraw, which bothers some people more than others. Use Incendiary Ammo once you get Swap Ammo.
Early on, other than Ring of Fire and Build Up, you need not take anything from your secondary. You can always choose to take Fire Sword to help eliminate big targets quicker or FSC for more AoE as desired. You will want your cone now, so you can double AoE from range. Hasten comes in handy to close the gap in any attack chains since you skipped the extra attacks in your secondary. Super Speed's stealth can help you line up the cone without aggroing.
Once in the twenties, you can sprinkle in personal preference as desired. I might go the Hover route on a rangery build or mix in Combat Jumping again if I choose to take some of the melee for supplemental attacks. You may find you do not need Consume, although it can still come in handy. I'd definitely skip Hot Feet, I don't find the power is worth it unless you spend most of your time in melee.
On a more rangery build, it should be noted that Hail of Bullets does not need to be fired off in the center of the spawn. The AoE is quite large, so standing on the edge of a spawn and using it is still likely to hit everything. Practice with it to get the range down, but remember you do not have to waste time trying to get into the very middle, especially if you are teaming and someone else has positioned the spawn to the point where it has collapsed some.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Level 23 Magic Blaster
Primary Power Set: Dual Pistols
Secondary Power Set: Fire Manipulation
Power Pool: Fitness
Power Pool: Speed
Hero Profile:
Level 1: Dual Wield -- Empty(A), Empty(3), Empty(7), Empty(15)
Level 1: Ring of Fire -- Empty(A), Empty(5)
Level 2: Empty Clips -- Empty(A), Empty(3), Empty(7), Empty(11), Empty(13)
Level 4: Pistols -- Empty(A), Empty(5), Empty(15), Empty(17)
Level 6: Hurdle -- Empty(A)
Level 8: Bullet Rain -- Empty(A), Empty(9), Empty(9), Empty(11), Empty(13)
Level 10: Swap Ammo
Level 12: Hasten -- Empty(A), Empty(17), Empty(23)
Level 14: Health -- Empty(A)
Level 16: Build Up -- Empty(A)
Level 18: Executioner's Shot -- Empty(A), Empty(19), Empty(19), Empty(21), Empty(23)
Level 20: Stamina -- Empty(A), Empty(21)
Level 22: Super Speed -- Empty(A) -
No idea about DPS. A lot. Generally we have a fair amount of slows. How much gets through any debuff resistance, I am not sure. But we usually have a Kin and a Cold sometimes a Storm. That is a big help, for sure. Even without slows, getting to the soft-cap means her heal misses plenty, IME.
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Would you like to be a primarily a ranger with some melee or melee with good range?
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Quote:It would be a very interesting secondary for blasters, IMO. A few simple tweaks and it fits right in.Would the new Kinetic Melee work as a Blaster Secondary? With a little tweaking it might be pretty sweet.
I really do not care much anymore what secondaries they add as long as they add something! I love playing blasters, but the lack of secondaries has really killed my motivation to play them. Hopefully, they will get some attention the next go around. -
Quote:/sidetrackObviously
Edit: that was a direction I have been trying not to go
So let me show you why.
# enemies in range, Ghost widows chance to heal 10% to hit chance
1, .1
2. .19
3. .271
4. .34
That is why she has a good chance to get through the softcap if you have people in range
and that is why you don't want to bring much melee to a stf, if you do you can go forever and never overcome GWs heal.
IME, if your whole team is at the soft-cap, having everyone on the team in melee with GW does not add to her time to defeat. On our 7 def / 1 blaster STFs, we all huddle near the 4 patron AVs (although the defenders normally are not in melee range, they are well within her DR range) in order to make sure everyone is within range of group buffs (FS, Dispersions, Steamy Mist, etc.).
I'd also never turn down a scrapper because of GW. Silver Mantis is more frightening, those damn caltrops allow for fast one shots. GW can "one shot" thanks to DoT, but it is long DoT and someone else on the team can usually heal through it. It is also a better strategy to taunt GW from range and then allow the rest of the team to be in melee. Better to lose one tanker's melee damage rather than lose the tanker/scrapper/brute/stalker/blaster/dominator melee damage.
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Quote:The best influence/times I have seen are vs. uplevel enemies. Even spawns of weak enemies are challenging at +2, especially if bosses are left on (although I suspect that turning them off is the better farming route).At any rate, that isn't the case as their are plenty of higher end blaster builds that easily have the survivability to take on large spawns of weak enemies like those used in farms. And yet they still aren't the fastest even when survivability isn't an issue.
Quote:As for doing it as a team, sure why not. Given the blaster apparently can't do it on their own and requires support (not the position I hold as at least a couple blasters have done it, but anyway) how much faster should the team with the blaster kill it compared to subbing in something else that CAN survive the task without support? What's a reasonable increase in kill speed given the increased support needed? -
Lord Recluse failed to summon any bosses (until the big summons when he is near dead) in my most recent run even though he did not have a debuff toggle on him for a large portion of the beginning of the fight (mostly because I royally screwed up, but that is a different issue). His pet summoning seems to be broken.
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Hitting Aim/BU Fire Breath then Fireball takes away all the health of most that stand there and much faster than RoF could hope to.
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Quote:Outright lies are far too tolerated on these forums, IMO.Remember, Energy Manipulation is largely considered to have been bad design, and I believe it has been directly stated by a red-name that the only reason the set has not been changed to be a manipulation set is because of the developer's own rules of not altering a power if that power alteration results in the power requiring completely different enhancement sets.
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Quote:I was not talking about 0 /x1. I was also not talking about solo farming (which I know is a part of the game, but I don't think of that as regular content either). However, farming runs are a good way to measure kills/time, if you can make all other things equal.I'd have to ask Strato Nexus how he used the term, the inclusion of AVs in the same sentence made me think he meant anything up to bosses.
Edit: The inclusion of Fire/Psi doms in the comparison also would seem to suggest he wasn't talking about /1
And to be clear, I can't think of anything that can't handle 0/1 at a rate that killing things isn't the problem, but travel,zoning, and running the map are. Maybe some sort of emp that didn't take attacks.
I try to believe that moderate teaming and regular mission running is the most "normal" way of playing, but I of course have no idea if that is true or not.
Comparing numbers in Cat's thread though is a problem, since the "best" farmers will use stuff with good survivability too. Practiced at it, they know what missions to run with the right kind of enemies. It might be possible on the no boss setting vs. the right spawns to run a Fire/Fire a blaster at +2 / x8 using inspiration rush. I have done that for parts of maps with bosses at those settings, but eventually mezzers get me and bosses are mean. I have never tried cherry-picking non-mezzers and turning bosses off. Even if you can "win" with a blaster, it is so much easier with a scrapper or brute or controller or dominator thanks to their survivability edge in solo circumstances.