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Posted

So, maybe 5 years ago or so, I made a Fire/plant blaster. For whatever reason, I sat this guy in day job after day job. Still doesn't have them all, because it's so far back in my pages of blasters. I have a ton of his IOs and ATOs all in the trays, waiting for me to play the character and level it. 

Here is a post where someone took a poll of what the more popular primary and secondary were for a blaster. I found it interesting that plant was at 0%. That's not to say nobody ever plays them. I'm sure someone does. But they're not popular. As the blaster I made is level 11, I'm curious as to why they didn't get one vote. Granted, the math doesn't support them - although I haven't done the math on Plant, and have never played a plant secondary blaster yet, other than the aforementioned one. 

What are the pitfalls? Should I just trash this character, or keep giving it day jobs until the secondary gets some fine-tuning in the future? Any prevailing wisdom besides just recommending fire, ice, devices or time secondary? 

Posted

First, some perspective: 173 members of the forums have voted on that poll.  That is a small percentage of forum users, and a much smaller percentage of overall players (most of whom do not use the forums with any regularity, if at all).  If I were you, I would the poll results with a grain of salt.

 

TL;DR - There's no visually or functionally thematic pairing in the Primaries, and it doesn't necessarily do one thing better than any other primary does (in the way, for example, that /Elec is going to drain enemy endurance).

 

That said, here are the thoughts of one single player: Plant Manipulation is just "fine."  The power functions are a bit cookie-cutter, particularly when compared to most of the Homecoming proliferation sets (T1 immob, T3 ST hold, Protection at 20/T6, 2-3 melee attacks in there).  It has Toxic damage (not widely resisted by NPC enemies) on a few attacks and can briefly add it to all your attacks with "Toxins", which is unique to the set.  But the burst damage is lower than other Blaster secondaries, and Blasters generally survive better if things die quickly, rather than by damage over time.  It is also a control heavy set, which is neither good nor bad, but it means you probably building for either ranged or close combat, not both.  (E.G. if you are going to make the most out of Vines, you probably are skipping the melee powers. If you are going to take the melee powers, you probably aren't taking Vines or Strangler because you intend to use the melee powers to finish off any enemy who gets in close.)

 

There's also the big lack of stereotypical complimentary pairings in the Primary list.  The wonderful thing about this game is that you can pair whatever you want with whatever else you want.  That said, there's a general tendency (and I stress general) to pair powersets that share a common visual or functional theme: Ice/Ice, Assault Rifle/Devices, Seismic/Earth, etc.  There isn't any Blaster primary that pairs thematically visually with Plant Manipulation.  That's going to decrease the number of people who pick up the set.

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