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StratoNexus

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  1. Because overall AT balance might demand it? And to be clear, I have never proposed blaster melee should be more damaging than scrappers or stalkers (although I do think they should be more damaging than brutes, despite it being brute's primary, since brutes get punchvoke, fury, and a larger survivability advantage). Criticals will keep scrappers and stalkers ahead in melee. Additionally, the advantage armor sets bring to utilizing melee attacks, makes even tankers and brutes better at leveraging melee attacks, even if the blaster versions are more damaging. Keep in mind, melee attacks are also a Tanker secondary and the test versions of the AoEs only deal 5% lower damage (base, defiance will cause the blaster to be even higher) while also being larger and hitting more enemies. I am not opposed to this and strongly support the current size increase and target cap increases for Tankers. I am just concerned the damage is too close (but not convinced it is a problem). And I want to state that the two attacks set argument is somewhat a misnomer, as all armored ATs easily have plenty of attacks by the 30s to make it a non-issue outside of recharge debuts and it was LONG an argument that two attacks sets was actually a drawback, since armor sets actually make you more effective at using your attacks than more attacks that you do not need anyway. I have never proposed making any armored ATs melee attacks weaker at base (I do propose that the current test increase to Tanker melee is higher than it should be, but I still agree it should be increased from current live). Increasing the blaster melee damage mod to 1.125 will not have them better at melee than ATs that get more melee attacks, even when you factor in blaster range attacks. Plus, the amor set makes armored ATs better in melee just from the survivability and mez avoidance advantage. I am not sure why you talked about more survivability like a tank or brute. Increasing the blaster melee damage mod from 1 to 1.125 would have almost no impact on overall blaster survivability. It would make blaster melee AoEs closer to on par with the scrapper and stalker, although still fall behind due to criticals. The primary reason I brought this up in the first place was simply because there is a misconception about the strength of blaster melee, especially blaster AoE melee. Most people think it is better than it really is and the current changes to Tanker melee AoE makes that analysis important for overall game balance, IMO.
  2. It is important to remember that blasters are a Melee AT for some secondaries. Blasters deal damage at range and in melee. It is OK to build a blaster without melee attacks, variety is good, but that does not mean they should be disadvantaged when leveraging their melee attacks. I don't think Armored characters should deal more Base damage than blasters. Ever. Scrappers and stalkers get criticals so they can out damage blasters in melee even if the blaster damage mod was 1.125, and that is perfectly fine. But for the base damage to be nearly the same or less bothers me.
  3. There are several ways to cause spawn collapse, although some enemy groups require more effort and some spawn placements also require more effort. Old style herding is one technique to cause spawn collapse, but can take too long to be efficient. Simply moving through a spawn and behind something can work, but can also take longer than necessary for most enemies. However, moving into a group, switching targets so you attack a few different ones and wiggling around often causes most enemies to run at you and that happens quickly, relative to other techniques and it speeds up spawn clearing compared to just picking off the 7 that are pre-grouped and then getting that group of 3, then the group of 2, then the singles. There are still usually 2-4 enemies for cleanup, but that is better than 5-10 stragglers.
  4. Maybe no more or maybe melee attacks should deal 12.5% more. There has always been a part of me that thought Blaster range and melee damage mods should be the same, I think they were both set to 1 originally, but when scrapper damage was increased to 1.125, only the ranged damage mod for blasters was increased (I may be misremembering though). Castle was pretty strongly against improving the melee mod, not wanting to encourage blasters to melee more. While I disagree with that choice, I always thought it was a perfectly reasonable position. I want to be clear, blasters are in a great spot, IMO, after the I24 changes. The crashless nukes, increased tier 3 blast range, and improved snipes went a long way to improving blast damage (for all three ATs with ranged attack sets) and the sustain powers made sure blasters can keep dishing out that damage with significantly fewer defeats. The ability to kill a runner without chasing is nice, but not as significant as it sounds, especially compared to ATs with the ability to boggle the AI via aggro magnet powers. I was just playing a lot of blasters this last week and I agree they bring a lot of damage in a lot of ways and pre 40s it is impressive compared to other ATs and IMO impressive enough that it makes up for the lower survivability. Endgame, armored ATs get a lot closer to the damage level of blasters, but blasters also pick up a goodly amount of extra survivability. Armored ATs close the damage gap more than blasters close the mitigation gap, but not enough to bother me personally. I like the blaster play style being more dangerous, so that affects my judgement. I am not saying blasters should be buffed more. I am definitely not saying the Tanker test AoE size increase or target cap increase is an issue, i very much like those mechanics and think they go a long way to differentiate the Tanker from other melee armored ATs and are a great factor to generating threat and aggro control, which is an advantage they should clearly have over brutes and scrappers. I am simply concerned about the sheer size of the damage increase and how close it puts Tankers to ATs that are more focused on damage but have little armor (blasters and dominators). It felt too close on my last round of testing and while the reduced max end would slow me down some, I am not positive it would be enough (sadly, I have not been able to test the current build to know for sure, I am really hopeful I will get a go once the next revision is placed on test). Finally, I want to make a quick statement to Infinitum's last comment. Hover blasting can be safe, but is always slower than collapsing a spawn and destroying it. Trading speed for safety is often a good choice (and death from above can often be fun as well), but it is almost always slower than alternatives. Even when teamed with an aggro magnet who collapses the spawn for you, hover blasting tends to be slower than the alternative.
  5. Rad/Sonic is not a terrible choice, the single target disorient gives a nice sickened look, although Rad/Dark might be better, something about the dark puffs colored correctly works for poison/sickness in my mind. I do think a Fire/Rad controller would be really good though. Char makes them choke. Flashfires colored right could work for spreading lots of infection and gives them the disorient animation, which, as mentioned above, works for sickened, in my opinion. Even Hot Feet colored right might be OK as a plague aura that spreads onto your victims. Ring of Fire and Fire Cages aren't great thematically, but they are skippable, although Ring of Fire does deal good damage, so it is hard to skip and still solo easily, unless you go for Fighting, which works really well on contained enemies. Plant/Rad would also be a good choice, if you can handle delivering some of the infection through nature.
  6. I had started a Time/Nrg defender back in the day and made it into the late 30s or early 40s before shutdown. I really enjoyed playing it, so it was one of the first characters I remade. I have been leveling it very slowly, generally soloing through the Praetorian content, but now I am in Primal earth and teaming, so leveling will likely happen faster (although there are a few arcs in Primal I will be sure to hit for his story, so that will slow me down some). I found an old build from back in the day that was really solid, but I have been tinkering with it (adding Nova and Sniper Blast, since I24 made those not suck, for example, and adding some of the PvP procs since they are more plentiful as well as the Defender ATO sets). Below is my current plan. I am tempted to take the recharge IO out of Slowed Response in order to add a KB protection to Combat Jumping, but I have a pretty high tolerance for occasional KB and my defense is so high, I figure it will be rare enough to be enjoyable without being overly detrimental. I ran Citadel the other day, leaping in the middle with the tank and occasional KB did not bother me and that TF has a lot of KB. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Streamkeeper: Level 50 Magic Defender Primary Power Set: Time Manipulation Secondary Power Set: Energy Blast Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Ancillary Pool: Power Mastery Hero Profile: Level 1: Temporal Mending -- DctWnd-Heal/EndRdx(A), DctWnd-Heal(7), DctWnd-Heal/Rchg(9), DctWnd-Heal/EndRdx/Rchg(31), DctWnd-Rchg(40) Level 1: Power Bolt -- Acc-I(A) Level 2: Time's Juncture -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(3), DarWtcDsp-ToHitDeb/Rchg(3), DarWtcDsp-ToHitDeb/EndRdx(15) Level 4: Energy Torrent -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(5), Rgn-Acc/Rchg(5), Rgn-Dmg/EndRdx(7), Rgn-Knock%(34) Level 6: Temporal Selection -- DctWnd-Heal(A), DctWnd-Heal/Rchg(9), DctWnd-Heal/EndRdx/Rchg(15), DctWnd-EndRdx/Rchg(23), DctWnd-Rchg(40) Level 8: Distortion Field -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(13), BslGaz-EndRdx/Rchg/Hold(25), BslGaz-Acc/EndRdx/Rchg/Hold(42) Level 10: Power Burst -- SprVglAss-Acc/Dmg(A), SprVglAss-Dmg/EndRdx/Rchg(11), SprVglAss-Acc/Dmg/EndRdx(11), SprVglAss-Dmg/Rchg(21), SprVglAss-Acc/Dmg/EndRdx/Rchg(31), SprVglAss-Rchg/+Absorb(37) Level 12: Time Stop -- BslGaz-Acc/Hold(A), BslGaz-Rchg/Hold(13), BslGaz-EndRdx/Rchg/Hold(23), BslGaz-Acc/EndRdx/Rchg/Hold(43) Level 14: Combat Jumping -- LucoftheG-Rchg+(A) Level 16: Sniper Blast -- SprDfnBst-Acc/Dmg(A), SprDfnBst-Dmg/Rchg(17), SprDfnBst-Dmg/EndRdx/Rchg(21), SprDfnBst-Acc/Dmg/EndRdx(29), SprDfnBst-Acc/Dmg/EndRdx/Rchg(37), SprDfnBst-Rchg/Heal%(43) Level 18: Farsight -- LucoftheG-Rchg+(A), LucoftheG-Def/Rchg(19), LucoftheG-Def/EndRdx/Rchg(19), RctRtc-Pcptn(29), RctRtc-ToHit/Rchg(40) Level 20: Hasten -- RechRdx-I(A) Level 22: Super Speed -- WntGif-ResSlow(A) Level 24: Time Crawl -- TmpRdn-Acc/Slow(A), TmpRdn-Acc/EndRdx(25) Level 26: Slowed Response -- Acc-I(A), TchofLadG-DefDeb/Rchg(27), TchofLadG-Rchg/EndRdx(27), RechRdx-I(33) Level 28: Burnout -- RechRdx-I(A) Level 30: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(31), LucoftheG-Def(34) Level 32: Chrono Shift -- Mrc-Heal/Rchg(A), Mrc-Heal/EndRdx/Rchg(33), PrfShf-EndMod/Rchg(33), PrfShf-EndMod/Acc/Rchg(34), PrfShf-Acc/Rchg(46) Level 35: Power Build Up -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(36), GssSynFr--ToHit/Rchg/EndRdx(36), GssSynFr--Rchg/EndRdx(36), GssSynFr--ToHit/EndRdx(37), GssSynFr--Build%(45) Level 38: Nova -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(45), Arm-Dam%(45) Level 41: Temp Invulnerability -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(42), RctArm-ResDam/EndRdx/Rchg(42), RctArm-EndRdx(43), GldArm-3defTpProc(46), StdPrt-ResDam/Def+(46) Level 44: Boxing -- Empty(A) Level 47: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/Rchg(48), RctArm-ResDam/EndRdx/Rchg(48), RctArm-ResDam(48), UnbGrd-Max HP%(50) Level 49: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(50), LucoftheG-Def(50) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- UnbLea-Stlth(A) Level 1: Vigilance Level 2: Rest -- RechRdx-I(A) Level 4: Ninja Run Level 4: Swift -- Run-I(A) Level 4: Health -- Pnc-Heal/+End(A) Level 4: Hurdle -- Jump-I(A) Level 4: Stamina -- PrfShf-End%(A), PrfShf-EndMod(17), PrfShf-EndMod/Acc(39) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Intuition Radial Paragon Level 50: Clockwork Core Superior Ally Level 50: Ion Core Final Judgement Level 50: Degenerative Core Flawless Interface Level 50: Support Core Embodiment Level 50: Clarion Core Epiphany ------------
  7. Your build looks fine. I will say that +HPs is an under-rated form of mitigation. I made some adjustments to add 150 more HPs. You lose 2.6 seconds off Hasten recharge, a negligible amount of Smashing/Lethal resists, 1.3% range defense and a 3% damage buff. I also added the Preventative Medicine proc, costing you some End recovery, but you should not have endurance issues without the Miracle once you have Cauterizing Aura. I also swapped in Superior Winter's Bite in Ring of Fire instead of Grav Anchor. Ring of Fire has a very good DPA and recharges so fast you can easily keep enemies still with its base immob duration. This also pushed the Ranged defense back up, slightly higher than your build, but lost another 3 seconds off Hasten. Losing the 10% recharge may not be worth it to you. The recharge becomes less important end game, with the availability of Ageless and/or Agility. Both Musculature Radial and Agility Core are solid Alpha choices for you, Agility Core closes the Hasten gap, but if you are going Ageless, I would probably choose Musculature (the little bit of extra Defense from Agility is a consideration over Musculature though). Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Slag: Level 50 Science Blaster Primary Power Set: Fire Blast Secondary Power Set: Fire Manipulation Power Pool: Speed Power Pool: Leadership Power Pool: Fighting Power Pool: Leaping Ancillary Pool: Mu Mastery Hero Profile: Level 1: Fire Blast -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx(5), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Dmg/Rchg(7), SprDfnBrr-Acc/Dmg(43) Level 1: Ring of Fire -- SprWntBit-Dmg/Rchg(A), SprWntBit-Acc/Dmg/EndRdx(3), SprWntBit-Acc/Dmg/Rchg(7), SprWntBit-Dmg/EndRdx/Acc/Rchg(9), SprWntBit-Acc/Dmg(9) Level 2: Fire Ball -- SprBlsWrt-Rchg/Dmg%(A), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(11), SprBlsWrt-Acc/Dmg/EndRdx(11), SprBlsWrt-Acc/Dmg/Rchg(13), SprBlsWrt-Dmg/Rchg(13), SprBlsWrt-Acc/Dmg(43) Level 4: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(19) Level 6: Hasten -- RechRdx-I(A), RechRdx-I(15) Level 8: Maneuvers -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(15), ShlWal-Def(17), ShlWal-ResDam/Re TP(31) Level 10: Boxing -- Empty(A) Level 12: Aim -- RechRdx-I(A) Level 14: Rain of Fire -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(17), PstBls-Dmg/Rng(19), PstBls-Dmg/Rchg(45), PstBls-Dmg/EndRdx(46) Level 16: Build Up -- HO:Membr(A) Level 18: Blaze -- Apc-Dam%(A), Apc-Dmg/EndRdx(21), Apc-Acc/Rchg(21), Apc-Acc/Dmg/Rchg(23), Apc-Dmg/Rchg(23) Level 20: Cauterizing Aura -- Pnc-Heal/+End(A), Pnc-Heal(25), Pnc-Heal/EndRedux(39), Pnc-Heal/EndRedux/Rchg(39), Pnc-Heal/Rchg(40) Level 22: Tactics -- GssSynFr--Build%(A) Level 24: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(25) Level 26: Weave -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(27), Rct-Def/EndRdx(34), Rct-Def/Rchg(37), Rct-Def(37), Rct-EndRdx/Rchg(40) Level 28: Blazing Bolt -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg/EndRdx(29), Thn-Acc/Dmg/Rchg(29), Thn-Dmg/Rchg(31), Thn-Dmg/EndRdx(31), Thn-Acc/Dmg(42) Level 30: Super Jump -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(46) Level 32: Inferno -- Arm-Dam%(A), Arm-Dmg/EndRdx(33), Arm-Acc/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Dmg/Rchg(34) Level 35: Burn -- Obl-%Dam(A), Obl-Acc/Dmg/EndRdx/Rchg(36), Obl-Acc/Dmg/Rchg(36), Obl-Dmg/Rchg(36), Obl-Acc/Rchg(37) Level 38: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx(39), ShlWal-Def(40), ShlWal-Def/Rchg(42) Level 41: Charged Armor -- GldArm-3defTpProc(A), GldArm-End/Res(42), GldArm-ResDam(43), GldArm-Res/Rech/End(45), GldArm-RechEnd(45), GldArm-RechRes(50) Level 44: Assault -- EndRdx-I(A) Level 47: Consume -- SprAvl-Rchg/KDProc(A), SprAvl-Acc/Dmg/EndRdx/Rchg(48), SprAvl-Acc/Dmg/Rchg(48), SprAvl-Acc/Dmg/EndRdx(48), SprAvl-Dmg/EndRdx(50), SprAvl-Acc/Dmg(50) Level 49: Vengeance -- LucoftheG-Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Defiance Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Clr-Stlth(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Prv-Absorb%(27) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(34), PrfShf-EndMod/Rchg(46) Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Agility Core Paragon Level 50: Ageless Radial Epiphany Level 50: Pyronic Core Final Judgement Level 50: Reactive Core Flawless Interface Level 50: Assault Radial Embodiment ------------
  8. That is a truism amongst the single target attacks (with exceptions as you noted). For the AoE attacks, I think the opposite is true. mostly they align with their armored counterparts, with a few exceptions, several of which actually make the blaster version noticeably weaker than the armored ATs. Frozen Aura, Lotus Drops, and Shadow Maul are truly excellent examples of the blaster version being treated harshly compared to the armored ATs. Combustion is an odd example where the blaster version is slightly better, but that power is noticeably missing from the other three armored ATs, likely because of how bad it is overall. Thunderstrike is the example of a blaster AoE version with longer recharge and more damage, this power is really in the blaster's favor with a bigger AoE as well. But Shadow Maul, Soul Drain, Dark Consumption, Atom Smasher, Fire Sword Circle, Burn, Frozen Aura, Dragon's Tail, Psychic Shockwave (compare to Mass Levitate), Lotus Drops, Golden Dragonfly, Thorn Burst (compare to Spine Burst), and End of Time (this does not have a melee counterpart, but is pretty much a clone of Atom Smasher) are all basically equivalent or worse than the armored version. That leaves Combustion. Consume, Thunderstrike, and Ripper as adjusted to make the blaster version deal a higher damage scale (Ripper has 2 seconds increased recharge over the armored version, leaving it slightly better off relatively, although still less than scrapper damage in absolute numbers, due to the lower melee modifier). While I agree Ninja needs increased recharge and damage per attack (except for Lotus Drops which needs increased damage and lowered recharge since it is messed up), the control in Martial is good enough that I prefer the slightly lower damage, but faster recharge in order to keep juggling the enemies (and applying the stun). Heh. I checked the individual numbers for the Combustion damage components and the tanker versions were precisely 80% of the blaster. However, I failed to notice that the blaster version got two extra ticks of the DOT (in the same timeframe, i.e. the blaster version ticks slightly faster).
  9. Cool blaster tricks yo. Doesn't change the fact Tanker Fire Sword Circle will be larger and hit more enemies than Blaster Fire Sword Circle, while also encouraging the enemies to stay close so you can keep AoEing them, which a good thing, because it keeps them close for teammates to be safer and for them to AoE as well, but still added value over the blaster version, which often makes them run away due to the fear of having taken a lot of damage and from being on fire. I am not saying out of hand that this is bad. I am just saying it needs to be reasonably considered. It sometimes feels we are comparing Tanker to Brute to Scrapper without considering the squishier melee that is Stalker and paritally Blaster (and possibly Dominator). It defintely should not be dismissed out of hand by folks who think blaster Combustion uses a 1.125 modifier and who posit that blasters can reach excellent levels of indestrucibility in a bloody tanker thread. Blasters can survive fine, but in the context of this thread, calling it excellent levels of indestructibility is a bit much. 😀
  10. Are you sure? Did you check before you posted your rebuke? Did they change the blaster melee modifier in I24 or on Homecoming? It had been a 1 forever, only ranged attacks have the 1.125 modifier, but maybe they adjusted after close, I am not sure. Tankers will have several 16 foot radius PBAoEs dealing only modestly less damage than blasters using the same powers and they will be able to hit more targets and several of those powers will have a bigger area of effect than the blaster equivalent. Defiance will certainly help boost the blaster damage beyond what those simple numbers show, however the extra radius and targets hit is a big deal. I did not get to test this iteration, so I have been keeping quiet, I am generally aligned with the most recent patch, although I still think 0.95 is a bit too high for Tankers and I still dislike the loss of bruising (a full 20% increase to Tanker base damage is more than needed for noticeable improvement, I'd rather see a 10% increase in base damage and an adjustment to bruising, but the current test iteration is alrightish).
  11. Different perspectives for different folks. When an enemy charges my blaster, I have frequently made the joke over voice chat, "What kind of moron charges the lady with Hot Feet, Blazing Aura, and a Fire Sword?" I have always teleported into the middle of spawns and now Spring Attack allows me to do it with damage and control. There is absolutely nothing wrong with a ranged blaster play style, I do it myself. But for many, the best fun of a blaster is using range and melee. /bind ` "targetenemynear$$follow"
  12. I am not wrong about blaster HPs. My main is a Fire^3 with 1847 HPs (at level 50). Tanker base HP at level 50 is 1874. Stalker, sentinel, and blaster base HP is 1205, blasters cap at 1847, the other two cap at 2088. Support base is 1017 and they cap at 1607, except MM, which cap the same but base is only 803. Blaster base HPs has been higher than support for a long time, but the cap increase did not come until I24, so that never hit live in the old days. Hit Points wiki is mostly correct. It is missing the Blaster HP cap increase as well as sentinels, since those never hit live. Blasters soloed the ITF before Incarnates were released. I have only ever duoed it on my blasters. If you take out the Nictus in the right order, that really helps. The auto hit damage pulse really hurts, so prioritize eliminating that one; but when duoing, we have to kill the pet spawner first, otherwise they start killing my ally.
  13. This has not been my experience. Blasters do their best work at close range, where they can easily enter melee when desired and avoid most enemy AoEs. Even without IOs, blasters do not die in melee immediately, unless they are eating all the aggro of large spawns, and if you use your inspires, you can even survive that for awhile. I live near and in melee with most of my blasters even before IOs. I have some range only concept characters, but they are weaker than a blaster who also does melee (although to be honest, even my range only characters like to stay close, otherwise how can I get Fulcrum Shift). It should be noted that blasters have higher base hit points than support characters and a higher hit point cap. So even before IOs, they have a bigger cushion in that aspect. The +hit point accolades help blasters more due to this as well. And if you build for it, you are just 27 hp shy of the Tanker base. The most important aspect of the blaster as currently designed, of course, is how much fun it is to smack stuff in melee but also be able to freely shoot targets at range. Constantly switching targets, being in the thick of the melee scrum, but also being able to turn and Bitter Ice Blast or snipe an enemy who is antagonizing a corruptor and then immediately switch back to the boss that is aggroed on the tank, but right next to you and level it with Havoc Punch. Just because that concept does not work for some people, does not mean it is a wrong or non-complimentary concept.
  14. Reality is you should be testing them against spawns at a more reasonable level of difficulty than +4/x8, because most folks play the game at significantly lower difficulty than that. Blasters do not need to solo the same difficulty as scrappers to be a good AT as designed. I was always fond of Unyielding difficulty back in the day, +1/x2 is what that would be. Before I get well IOd, I typically run at +1/x2 to 5 on most characters, depending on power choices. A few single target focused characters might do +2/x2 or 3 instead. Once I start getting a decent amount of IOs, (which is usually in my 30s, although some characters have leveled a bit faster and did not really get good IO sets until my 40s and end game), I might up the difficulty to +2/x5 or 6. The game is not balanced around +4/x8 content solo and it is unlikely it ever will be. And realistically, you are still saying griddles are designed wrong because you want a pot. Pots exist. Griddles exist. Griddles do not need to be pots.
  15. They made an entire AT now dedicated to Ranged attacks with defense. It is not the Blaster. Asking why blasters have melee attacks instead of xxxx, is like asking why do scrappers just get mostly copies of tanker armor sets instead of a mix of armor and buff/debuff? The blaster AT was designed with melee attacks and that is a reason so many of us love the AT. It was also designed as a team AT, needing allies to be able to leverage those attacks well. You can now use set IOs and they gave blasters better survivability in I24, making the AT much less team dependent than in the past, but they are still basically a more team-friendly AT. It is slightly disingenuous to ask a blaster to be able to solo as well as what was created as the most solo friendly AT. Also, I would love to see a level 42 scrapper with level 45 common IOs solo carnies and malta at +4/x8 without inspires. I am pretty sure they would drop in seconds, outside of a few tier 9 abilities (and maybe even while they were active). Maybe SR could last a bit.
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