Biff Pow Posted April 10 Posted April 10 What really helped me enjoy Blasters is control powers. Siren's Song in Sonic is a big one, it almost feels like a cheat, but really any Torrent power helps too. Knock everybody down then run into melee range while they're getting up.
Thraxen Posted April 11 Posted April 11 My ice/ice/ice is a blapper. Iceman homage. Has three single target holds. Holds avs a lot of times. Not all the time of course. But it’s awesome. I built mine more for survivability and defense. I didn’t go all super prob heavy. I just hate getting mezzed and not getting hit solves that problem.
Akisan Posted April 11 Posted April 11 On 4/9/2025 at 3:41 AM, FFTMime said: I'll be honest, I took stealth with some idea, but it feels like it doesn't really uh.. work? It doesn't, unless you can get fully stealthed (50' or more stealth radius), or turn off your Sustain. The /Ice sustain is very effective anti-stealth, as it puts a very nasty debuff on everything within 30 feet. (-14% damage, -40% recharge, -70% movement speed). It won't affect enemies around you if you have more than 50' stealth radius, and are out of combat mode. (On a semi-related note, most enemies hate this debuff - I've pulled mobs off of people in PI with it, without ever actually activating another power. It's surprisingly easy to get and keep aggro with a /Ice, if there's no hard taunt on the team.)
Akisan Posted April 11 Posted April 11 On 4/9/2025 at 6:15 PM, Biff Pow said: What really helped me enjoy Blasters is control powers. Very much that! Archery/Ice/Fire here - Rain of Arrows wipes out the rabble, twinned Holds lock out bosses and EBs, and -90% movement speed from the sustain makes kiting any survivors laughably easy (Radial Intuition Alpha does wonders with Ice - Holds & Slows & Damage & Range). AVs generally aren't even dangerous, even at only 15 to 20% defense: most of them don't have much for ranged attacks, so they're super easy once immobilized (or slowed into oblivion, since Chilblain does both rather nicely).
Nostromo21 Posted April 12 Posted April 12 Just remember, no matter what goes wrong in a party, it's ALWAYS the dps' fault! 🤣 Game over man, game over!
FFTMime Posted April 14 Author Posted April 14 NO BUT REALLY WHY HAVE SUPER POWERS WHEN I CAN JUST HAVE A GUN. WHAT IS THIS LORE 1
Octogoat Posted April 14 Posted April 14 10 hours ago, FFTMime said: lmfao ar/devices is so disgustingly powerful I'm doing a long road all contact run with an AR/dev and it is fun do recommend 1
FFTMime Posted April 14 Author Posted April 14 3 hours ago, Octogoat said: I'm doing a long road all contact run with an AR/dev and it is fun do recommend Help me. I got too cocky and turned my mission difficulty up too high. 1 1
Octogoat Posted April 14 Posted April 14 1 minute ago, FFTMime said: Help me. I got too cocky and turned my mission difficulty up too high. Turn notoriety back down then relog should fix it
FFTMime Posted April 14 Author Posted April 14 4 minutes ago, Octogoat said: Turn notoriety back down then relog should fix it No I mean do something to help ease my self-inflicted pain. 1
Octogoat Posted April 14 Posted April 14 1 hour ago, FFTMime said: No I mean do something to help ease my self-inflicted pain. 1
normalperson Posted Sunday at 01:27 PM Posted Sunday at 01:27 PM (edited) On 4/7/2025 at 9:21 AM, Black_Assassin said: You got combat jumping? Thats a game changing power for kiting targets and jousting Not getting immobilized is a big game changer. Jumping a little faster is just bonus. Teleport might also work for that, although it requires much more attention and focus in order to pull it off. You need to assign it a primary "quick access" key that would normally be reserved for a primary attack. As far as stealth is concerned, that gives you the first half of your "joust" for free against most enemies, if they have no visibility bonus. \ But that's with Concealment, not infiltrate. If you want speed and stealth, take Super Speed itself. Right now I am running a Seismic/Fire blaster with both Stealth and Jumping fully invested. Stealth has Ethereal Shift and Placate. Jumping has Leap Attack. Her theme is "meteors"., so Leap Attack was simply a "must have" because it animates like a human meteor. Ethereal Shift is the only chance in hell of making that not go badly for her. Prior to taking those powers, most of her career consisted of earning the "taking damage and dying" type badges. They were really costly in terms of power picks, but what I have found with blasters is, since both your power sets are attacks, you only need about half of each set to make you perma-rech - in the sense that you don't run out of attacks before the first one you cycled has recharged. Not like Brutes (my previous focus), where you can't skip hardly anything. Edited Sunday at 01:32 PM by normalperson
High_Beam Posted Sunday at 02:16 PM Posted Sunday at 02:16 PM Welcome to being Blastastic. I primarily run Blasters (three times more than other characters). When I was on live I was (what I consider) a Blaster purist. Ranged attacks and more ranges attacks, melee is only for getting out of real trouble. Here on Homecoming I have changed my tune some. I have several Blappers that I enjoy just as much as my shot from range cats. Primary and Secondary make a significant place in decisions. All fun. When get back from Easter Brunch I will post up my Ice/Ice Blaster Jennifer Chilly. I guild not for teh ubar but for majority playability. Girls of Nukem High - Excelsior - Tempus Fabulous, Flattery, Jennifer Chilly, Betty Beatdown, Totally Cali, Two Gun Trixie Babes of War - Excelsior - High Beam (Yay), Di Di Guns, Runeslinger, Munitions Mistress, Tideway, Hard Melody, Blue Aria Many alts and lots of fun. Thank you Name Release For letting me get my OG main back!
FFTMime Posted Sunday at 07:05 PM Author Posted Sunday at 07:05 PM I did try ice/ice in the more lucrative period of xp gain in the event. People doing entire TF's in only an hour really helps leveling. I was not impressed with the damage, but the level of stability it has as an entity is impressive. Though I guess this asks what kind of goal one has. Something more blatantly damaged focused is actually probably better for groups. As grouping tends to be super saturated with support, debuffs, and such as it is. Hitting your 'everything dies now' button you can't use solo without setup is a nice feeling. Also the mid level blues is real. Blasters sure change tempo a lot across level ranges. Relearning how to stay competitive when things suddenly change is...
ScarySai Posted Tuesday at 01:23 PM Posted Tuesday at 01:23 PM (edited) On 4/7/2025 at 6:49 AM, FFTMime said: While I do not require a full build yet, I am curious. What methodologies/playstyles are open to focus on? I'm sort of taking everything right now and saving respecs for later. As a general rule, blasters want to be in melee, utilizing their entire kit for maximum damage. People say this isn't the case, they are wrong. The exception to the rule is Ar/ta. This is the only top tier pure ranged blaster. Crazy map sweeper, and one of my favorite characters in general. Rad/elec is ridiculously strong and a popular off meta build for speedruns. The elec manip attacks make up for rad's lack of st attacks, so you have a very strong synergy there, and -res supporting your melee hits. Psi/ninja shreds bosses and has pretty decent control for a blaster. Between psinado, choking powder and blinding powder, most things you're killing with your absurd single target aren't likely to fight back. Edited Tuesday at 01:23 PM by ScarySai
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