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{{TOCleft}}
{{Infobox AT
|archetype=Blaster
|image=[[File:Archetypeicon blaster.png]]
|pri=Ranged
|sec=Support
|inherent=[[Defiance]]
|hp_base=1204.8
|hp_max= 1847.3
|anc_sets=10
|dam_melee=1.000
|dam_range=1.125
|buff_dam_melee=0.125
|buff_dam_range=0.125
|buff_def_melee=0.070
|buff_def_range=0.065
|buff_res_melee=0.070
|buff_res_range=0.065
|buff_tohit_melee=0.075
|buff_tohit_range=0.070
|debuff_dam_melee=0.070
|debuff_dam_range=0.070
|debuff_def_melee=0.070
|debuff_def_range=0.070
|debuff_res_melee=0.070
|debuff_res_range=0.065
|debuff_tohit_melee=0.070
|debuff_tohit_range=0.070
|endmod_melee=1.000
|endmod_range=1.000
|fear_melee=1.192
|fear_range=1.192
|heal_melee=96.381
|heal_range=96.381
|healself_melee=120.476
|immob_melee=1.192
|immob_range=1.192
|kb_melee=2.077
|kb_range=1.662
|sleep_melee=1.192
|sleep_range=1.192
|slow_melee=1.000
|slow_range=1.000
|stun_melee=1.192
|stun_range=1.192
|taunt_melee=1.030
|taunt_range=1.030
|threat_melee=0.5
|threat_range=0.5
|dam_res_max=75%
|dam_res_min=-300%
|stat_res_max=10,001.01%
|stat_res_min=-300%
|stat_prot_max=N/A
|stat_prot_min=N/A
|dam_max=500%
|dam_min=10%
|def_max=175%
|def_min=-100%
|tohit_max=200.35%
|tohit_min=-100%
|rech_max=400%
|rech_min=-75%
|regen_max=2000%
|regen_min=0%
|recov_max=500%
|recov_min=0%
|stealth_max_pve=200 ft
|stealth_min_pve=-180 ft
|stealth_max_pvp=571.5 ft
|stealth_min_pvp=-180 ft
|percep_max=1153 ft
|percep_min=0 ft
|rng_max=500%
|rng_min=25%
}}
{{clr|left}}
== Overview ==
== Overview ==
{{TOCright}}
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]]
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!
 
Faction: '''Hero'''


The Blaster's power sets are:
The Blaster's power sets are:


'''Primary''': Ranged<br>
'''Primary''': Ranged<br />
'''Secondary''': Support<br>
'''Secondary''': Support<br />


The Blaster has low hit points and high damage.
{{ATStats|survive=4|melee=8|ranged=10|control=4|support=2|pets=2}}


== Power Sets ==
== Power Sets ==
 
{{section columns
| heading 1 =
=== Primary Power Sets ===
=== Primary Power Sets ===
| section 1 =
A Blaster's primary power sets are designed specifically for ranged attacks. They are:
{{Category Listing|Blaster Primary}}
{{PMarket Purchase|br}}
{{PMarket Purchase|dp}}
{{PMarket Purchase|water}}


A Blaster's primary power sets are designed specifically for ranged attacks.  They are:
| heading 2 =
 
* [[Archery]]
* [[Assault Rifle]]
* [[Electrical Blast]]
* [[Energy Blast]]
* [[Fire Blast]]
* [[Ice Blast]]
* [[Sonic Attack]]
 
=== Secondary Power Sets ===
=== Secondary Power Sets ===
| section 2 =
A Blaster's secondary power sets are designed for support via melee attacks, minor crowd control powers, or temporary self-buffs. They are:
{{Category Listing|Blaster Secondary}}


A Blaster's secondary power sets are designed for support.  They are:
| heading 3 =
 
* [[Devices]]
* [[Energy Manipulation]]
* [[Electricity Manipulation]]
* [[Fire Manipulation]]
* [[Ice Manipulation]]
 
=== Ancillary Power Pools ===
=== Ancillary Power Pools ===
| section 3 =
* [[Arsenal Mastery]]
* [[Dark Mastery]]
* [[Electricity Mastery (Blaster)|Electricity Mastery]]
* [[Fire Mastery (Blaster/Corruptor/Defender)|Fire Mastery]]
* [[Force Mastery]]
* [[Ice Mastery (Blaster)|Ice Mastery]]


* [[Cold Mastery]]
| heading 4 =
* [[Electrical Mastery]]
=== Patron Power Pools ===
* [[Flame Mastery]]
| section 4 =
* [[Force Mastery]]
* [[Leviathan Mastery#Blaster / Mastermind|Leviathan Mastery]]
* [[Munitions Mastery]]
* [[Mace Mastery#Blaster|Mace Mastery]]
* [[Mu Mastery#Blaster|Mu Mastery]]
* [[Soul Mastery#Blaster / Mastermind|Soul Mastery]]
<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]] allows a blaster to use their tier 1 and 2 primary powers, and their tier 1 secondary power, even while held, slept, stunned, or terrorized. It also gives an additional damage boost as the blaster uses attacks.


* [[Inherent Powers#Defiance|Defiance]]
== Historical ==
* In PvP, a fraction of a Blaster's primary and secondary attacks is unaffected by the target's [[Resistance]]s. The exact fraction varies from power to power, but is roughly 1/3 for most attacks and rarely below 1/4.
{{Historical|type=section|reason=change}}


== Strategies ==
* 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]].
* [[Defiance]] was added in Issue 5 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 [[Patch Notes/2007-12-11|later redesigned]]. Now, Blaster Primary and Secondary powers that are available at level 1 can be used while [[mez]]zed, and most powers give the Blaster a temporary damage buff.
* Psychic Blast and Mental Manipulation were [[Power Set Proliferation|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 were added to the game in [[Issue 21]].
* Most ranged blast powersets received revisions to improve range and damage and all Blaster secondary powersets sets were redesigned to include a defensive "sustain" power in [[Issue 24]].
* Martial Combat was added to the game in Issue 24.
* Atomic Manipulation, Ninja Training, Plant Manipulation, Tactical Arrow, and Temporal Manipulation were added to the game in [[Issue 25]].
* Most Blaster secondary powersets were revised with range and crowd control standardization in [[Issue 27 Page 1|Issue 27, Page 1]].
* Sonic Manupilation was added to the game in Issue 27, Page 1.
* Seismic Blast and Earth Manipulation were added to the game in [[Issue 27 Page 3|Issue 27, Page 3]].


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.
== See Also ==
* [[Archetypes]]
* [[Blaster Strategy]]
* [[Blapper]]


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.
== External Links ==


'''Active Defense'''
* [http://www.alteredgamer.com/city-of-heroes/5524-coh-city-of-villains-guide-to-the-blaster-archetype/ Summary and Analysis of Blaster Powersets]
* [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
* [ftp://ftp.coh.com/CoH_Manual.zip Official City of Heroes Manual] as a zipped PDF file


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.


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''.
{{Navbox Archetypes}}
 
== External Links ==
 
* [http://www.cityofheroes.com/gameinfo/archetypes.html Archetypes documentation] on official City of Heroes site
* [ftp://ftp.coh.com/CoH_Manual.zip Official City of Heroes Manual] as a zipped PDF file


[[Category:Archetypes]]
[[Category:Archetypes]]

Latest revision as of 21:48, 29 February 2024

Blaster
Archetypeicon blaster.png
Primary Ranged
Secondary Support
Inherent Defiance
Base HP 1204.8
Max HP 1847.3
Primary Sets 15
Secondary Sets 15
Epic Power Pools 10
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 used to require purchase on the Paragon Market.
* Dual Pistols used to require VIP status, purchase on the Paragon Market, or purchase of Going Rogue.
* Water Blast used to require purchase on the Paragon Market.

Inherent Power

  • Defiance allows a blaster to use their tier 1 and 2 primary powers, and their tier 1 secondary power, even while held, slept, stunned, or terrorized. It also gives an additional damage boost as the blaster uses attacks.

Historical

This section contains information about changes that took place in Homecoming: City of Heroes/Villains. 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.
  • Defiance was added in Issue 5 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 redesigned. Now, Blaster Primary and Secondary powers that are available at level 1 can be used 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 were added to the game in Issue 21.
  • Most ranged blast powersets received revisions to improve range and damage and all Blaster secondary powersets sets were redesigned to include a defensive "sustain" power in Issue 24.
  • Martial Combat was added to the game in Issue 24.
  • Atomic Manipulation, Ninja Training, Plant Manipulation, Tactical Arrow, and Temporal Manipulation were added to the game in Issue 25.
  • Most Blaster secondary powersets were revised with range and crowd control standardization in Issue 27, Page 1.
  • Sonic Manupilation was added to the game in Issue 27, Page 1.
  • Seismic Blast and Earth Manipulation were added to the game in Issue 27, Page 3.

See Also

External Links