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Difference between revisions of "Blaster"

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m (Overview: Defiance listed below. More in line with other Archetype pages)
m (External Links: update link)
 
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{{TOCleft}}
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{{Infobox AT
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|archetype=Blaster
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|image=[[File:Archetypeicon blaster.png]]
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|pri=Ranged
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|sec=Support
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|inherent=[[Defiance]]
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|hp_base=1204.8
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|hp_max= 1606.4
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|pri_sets=12
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|sec_sets=7
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|anc_sets=9
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|dam_melee=1.000
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|dam_range=1.125
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|buff_def_melee=0.070
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|buff_def_range=0.065
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|buff_dam_melee=0.125
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|buff_dam_range=0.125
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|buff_hpmax_melee=0.070
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|buff_hpmax_range=0.100
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|buff_tohit_melee=0.075
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|buff_tohit_range=0.070
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|debuff_def_melee=0.070
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|debuff_def_range=0.070
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|debuff_dam_melee=0.070
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|debuff_dam_range=0.070
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|debuff_tohit_melee=0.070
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|debuff_tohit_range=0.070
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|endmod_melee=1.000
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|endmod_range=1.000
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|fear_melee=1.192
 +
|fear_range=1.192
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|heal_melee=96.381
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|heal_range=96.381
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|healself_melee=120.476
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|immob_melee=1.192
 +
|immob_range=1.192
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|kb_melee=2.077
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|kb_range=1.662
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|res_melee=0.070
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|res_range=0.065
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|sleep_melee=1.192
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|sleep_range=1.192
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|slow_melee=1.000
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|slow_range=1.000
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|stun_melee=1.192
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|stun_range=1.192
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|taunt_melee=1.030
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|taunt_range=1.030
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|threat_melee=0.5
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|threat_range=0.5
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|dam_res_max=75%
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|dam_res_min=-300%
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|stat_res_max=10,001.01%
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|stat_res_min=-300%
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|stat_prot_max=N/A
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|stat_prot_min=N/A
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|dam_max=500%
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|dam_min=10%
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|def_max=175%
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|def_min=-100%
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|tohit_max=200.35%
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|tohit_min=-100%
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|rech_max=400%
 +
|rech_min=-75%
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|regen_max=2000%
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|regen_min=0%
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|recov_max=500%
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|recov_min=0%
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|stealth_max_pve=200 ft
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|stealth_min_pve=-180 ft
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|stealth_max_pvp=571.5 ft
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|stealth_min_pvp=-180 ft
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|percep_max=1153 ft
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|percep_min=0 ft
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|rng_max=500%
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|rng_min=25%
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}}
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{{clr|left}}
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== Overview ==
 
== Overview ==
{{TOCright}}
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The '''Blaster''' is an offensive juggernaut. This hero can deal a ton of damage from a distance. But the Blaster must be careful, because he's somewhat fragile compared to other heroes. The Blaster can't stand toe to toe with most opponents at melee for long. His best defense is a great offense!
[[Image:archetypeicon_blaster.png|left]]
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The '''Blaster''' is an offensive juggernaut. This hero can deal a ton of damage from a distance. But the '''Blaster''' must be careful, because he's somewhat fragile compared to other heroes. the '''Blaster''' can't stand toe to toe with most opponents at melee for long. His best defense is a great offense!
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Faction: '''Hero'''
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The Blaster's power sets are:
  
The Blaster's powersets are:
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'''Primary''': Ranged<br />
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'''Secondary''': Support<br />
  
'''Primary''': Ranged<br>
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{{ATStats|survive=4|melee=8|ranged=10|control=4|support=2|pets=2}}
'''Secondary''': Support<br>
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The Blaster has low hit points and high damage.
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== Power Sets ==
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=== Primary Power Sets ===
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*A Blaster's primary power sets are designed specifically for ranged attacks. They are:
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<ul style="width:50%">{{Category Listing|Blaster Primary}}</ul>
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{{PMarket Purchase|br}}
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{{PMarket Purchase|dp}}
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{{PMarket Purchase|water}}
  
== Powersets ==
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=== Secondary Power Sets ===
 
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*A Blaster's secondary power sets are designed for support via melee attacks, minor crowd control powers, or temporary self-buffs. They are:
=== Primary Powersets ===
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<ul style="width:50%">{{Category Listing|Blaster Secondary}}</ul>
 
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A Blaster's primary powersets are designed specifically for ranged attacks. They are:
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* [[Archery]]
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* [[Assault Rifle]]
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* [[Electrical Blast]]
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* [[Energy Blast]]
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* [[Fire Blast]]
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* [[Ice Blast]]
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* [[Sonic Attack]]
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=== Secondary Powersets ===
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A Blaster's secondary powersets are designed for support.  They are:
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* [[Devices]]
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* [[Energy Manipulation]]
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* [[Electricity Manipulation]]
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* [[Fire Manipulation]]
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* [[Ice Manipulation]]
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=== Ancillary Power Pools ===
 
=== Ancillary Power Pools ===
 
 
* [[Cold Mastery]]
 
* [[Cold Mastery]]
 
* [[Electrical Mastery]]
 
* [[Electrical Mastery]]
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* [[Force Mastery]]
 
* [[Force Mastery]]
 
* [[Munitions Mastery]]
 
* [[Munitions Mastery]]
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=== Patron Power Pools ===
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* [[Leviathan Mastery#Blaster / Mastermind|Leviathan Mastery]]
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* [[Mace Mastery#Blaster|Mace Mastery]]
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* [[Mu Mastery#Blaster|Mu Mastery]]
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* [[Soul Mastery#Blaster / Mastermind|Soul Mastery]]
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<span style="font-size:.75em;">&#42; [[Patron Power Pools]] require [[Villain (Alignment)|villain]] [[alignment]] to obtain.</span>
  
 
=== Inherent Power ===
 
=== Inherent Power ===
 
 
* [[Inherent Powers#Defiance|Defiance]]
 
* [[Inherent Powers#Defiance|Defiance]]
  
== Strategies ==
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== Historical ==
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{{Historical|type=section|reason=change}}
  
As with the [[Dominator]], the Blaster has powersets that are not exactly intuitive in their synergy. The Blaster primary speaks obviously of ranged combat, and the Blaster's hit points and lack of defense speak to this as well, and yet the Blaster secondaries all feature a number of melee attacks - some of them ''very good''! This discrepancy can lead to confusion. Some Blasters feel their role is to manage ranged combat, and merely take the nature of their secondary to mean that they have more powers they can skip in favour of useful power pools, such as Fitness. Other Blasters, instead, opt to revel in their secondary's melee attacks, taking melee attacks and engaging in as much melee combat as they do ranged.
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* Blasters have been in the game since [[Issue 0]], originally as a City of Heroes [[archetype]]. Their original primary powersets were Assault Rifle, Electrical Blast, Energy Blast, Fire Blast, and Ice Blast. Their original secondary powersets were Devices, Electricity Manipulation, Energy Manipulation, Fire Manipulation, and Ice Manipulation.
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* Cold Mastery, Flame Mastery, Force Mastery, and Munitions Mastery were added to the game in [[Issue 3]].
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* Archery, Sonic Attack and Electrical Mastery were added to the game in [[Issue 5]].
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* Also in Issue 5, the Blaster inherent power [[Defiance]] was introduced to address some datamining concerns regarding Blasters being defeated just before they dispatch their enemies. The power granted the Blaster a ToHit and Damage buff that grew as the Blaster's [[hit points]] decreased.
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* Defiance was [[Patch Notes/2007-12-11|later changed]] to a new setup. Now, Blaster Primary and Secondary powers that are available at level 1 can be used even while [[mez]]zed, and most powers give the Blaster a temporary damage buff.
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* Psychic Blast and Mental Manipulation were [[Power Set Proliferation|proliferated]] to Blasters in [[Issue 12]].
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* Radiation Blast was proliferated to Blasters in [[Issue 16]].
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* Dual Pistols was added to the game on March 2, 2010 as an early feature of [[Going Rogue]] to those who prepurchased.
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* The [[Patron Power Pools]] were made available to Blasters in [[Issue 18]].
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* Dark Blast was proliferated to Blasters in [[Issue 21]].
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* Beam Rifle and Darkness Manipulation (a combination of [[Dark Melee]] and other darkness powers) were added to the game in [[Issue 21]].
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* Blasters will receive the following buffs in [[Issue 24]] {{orange|(link when available)}}:
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** Snipe powers will remove interrupt time and fire much faster than normal if the Blaster has 22% ToHit or more, allowing it to be used in attack chains
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** Ranged power sets without snipe powers will be balanced to ensure they remain competitive
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** [[Dual Pistols]] animations will be shortened to increase [[DPS]]
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** Tier 3 Blast powers such as [[Blaze]] and [[Bitter Ice Blast]] will have their range increased to 80ft from 40 or 50ft.
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** All Blaster secondary power sets (except for [[Mental Manipulation]]) will have one power which helps keep the Blaster alive in some way, be it regeneration, healing, absorb, or a combination.  This mechanic is referred to as "sustain." Most powers getting this change will also grant a recovery buff.
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** More to come!
  
It should be noted that these strategies are not necessarily equal, but neither is necessarily wrong. The Blaster has these options available to them, and it's up to each player to determine which option is best for them, and which fits their playstyle. This does mean, however, there is very little uniformity across blasters, and that most strategic advise has to be tailored for each type of blaster. The only strategy that is shared across most types of Blaster is that of the Active Defense.
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== See Also ==
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* [[Archetypes]]
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* [[Blaster Strategy]]
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* [[Blapper]]
  
'''Active Defense'''
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== External Links ==
  
Simply put, the Active Defense is the pattern of protecting oneself by removing things that can harm you. For archetypes with control at their disposal, such as the Dominator and Controller, this means using Holds. For the Blaster, this tends towards being more simplistic; death is, after all, the ultimate debuff.  
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* [http://www.alteredgamer.com/city-of-heroes/5524-coh-city-of-villains-guide-to-the-blaster-archetype/ Summary and Analysis of Blaster Powersets]
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* [http://web.archive.org/web/20121025125321/http://na.cityofheroes.com/en/game_info/archetypes/hero_archetypes.php Archetypes documentation] on official City of Heroes site
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* [ftp://ftp.coh.com/CoH_Manual.zip Official City of Heroes Manual] as a zipped PDF file
  
For some blasters, area effect damage is king. To these blasters, the plan is pretty simple - if you can wipe out all the minions before they get a shot off, they can't be a problem while you're gunning down the lieutenants and bosses. For others, single-target damage is much more key, and to these blasters, the opposite is true - remove the lieutenant because he will take the most effort, then cut your way through the weaker minions. As with all blasters, some controls are available in your secondary set - such as the knockback and disorient powers available to the Energy Manipulation Set, or the Web Grenade and Caltrops powers available to the Devices set. These powers are not there so you can use them to control the battlefield - they're there so you can use them to control the ''battle''.
 
  
== External Links ==
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{{Navbox Archetypes}}
 
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* [http://www.cityofheroes.com/gameinfo/archetypes.html Archetypes documentation] on official City of Heroes site
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* [ftp://ftp.coh.com/CoH_Manual.zip Official City of Heroes Manual] as a zipped PDF file
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[[Category:Archetypes]]
 
[[Category:Archetypes]]

Latest revision as of 03:32, 14 December 2013

Blaster
Archetypeicon blaster.png
Primary Ranged
Secondary Support
Inherent Defiance
Base HP 1204.8
Max HP 1606.4
Primary Sets 12
Secondary Sets 7
Epic Power Pools 9
v  d  e


Overview

The Blaster is an offensive juggernaut. This hero can deal a ton of damage from a distance. But the Blaster must be careful, because he's somewhat fragile compared to other heroes. The Blaster can't stand toe to toe with most opponents at melee for long. His best defense is a great offense!

The Blaster's power sets are:

Primary: Ranged
Secondary: Support

Blaster Stats
Survivability       4              
Melee Damage 8    
Ranged Damage 10  
Crowd Control 4    
Support 2    
Pets 2    

Power Sets

Primary Power Sets

  • A Blaster's primary power sets are designed specifically for ranged attacks. They are:

* Beam Rifle requires purchase on the Paragon Market.
* Dual Pistols requires VIP status, purchase on the Paragon Market, or purchase of Going Rogue.
* Water Blast requires purchase on the Paragon Market.

Secondary Power Sets

  • A Blaster's secondary power sets are designed for support via melee attacks, minor crowd control powers, or temporary self-buffs. They are:

Ancillary Power Pools

Patron Power Pools

* Patron Power Pools require villain alignment to obtain.

Inherent Power

Historical

Badge time.png This section contains information about changes that took place in City of Heroes Freedom. It is provided for historical purposes.
  • Blasters have been in the game since Issue 0, originally as a City of Heroes archetype. Their original primary powersets were Assault Rifle, Electrical Blast, Energy Blast, Fire Blast, and Ice Blast. Their original secondary powersets were Devices, Electricity Manipulation, Energy Manipulation, Fire Manipulation, and Ice Manipulation.
  • Cold Mastery, Flame Mastery, Force Mastery, and Munitions Mastery were added to the game in Issue 3.
  • Archery, Sonic Attack and Electrical Mastery were added to the game in Issue 5.
  • Also in Issue 5, the Blaster inherent power Defiance was introduced to address some datamining concerns regarding Blasters being defeated just before they dispatch their enemies. The power granted the Blaster a ToHit and Damage buff that grew as the Blaster's hit points decreased.
  • Defiance was later changed to a new setup. Now, Blaster Primary and Secondary powers that are available at level 1 can be used even while mezzed, and most powers give the Blaster a temporary damage buff.
  • Psychic Blast and Mental Manipulation were proliferated to Blasters in Issue 12.
  • Radiation Blast was proliferated to Blasters in Issue 16.
  • Dual Pistols was added to the game on March 2, 2010 as an early feature of Going Rogue to those who prepurchased.
  • The Patron Power Pools were made available to Blasters in Issue 18.
  • Dark Blast was proliferated to Blasters in Issue 21.
  • Beam Rifle and Darkness Manipulation (a combination of Dark Melee and other darkness powers) were added to the game in Issue 21.
  • Blasters will receive the following buffs in Issue 24 (link when available):
    • Snipe powers will remove interrupt time and fire much faster than normal if the Blaster has 22% ToHit or more, allowing it to be used in attack chains
    • Ranged power sets without snipe powers will be balanced to ensure they remain competitive
    • Dual Pistols animations will be shortened to increase DPS
    • Tier 3 Blast powers such as Blaze and Bitter Ice Blast will have their range increased to 80ft from 40 or 50ft.
    • All Blaster secondary power sets (except for Mental Manipulation) will have one power which helps keep the Blaster alive in some way, be it regeneration, healing, absorb, or a combination. This mechanic is referred to as "sustain." Most powers getting this change will also grant a recovery buff.
    • More to come!

See Also

External Links