Blaster: Difference between revisions

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|hp_base=1204.8
|hp_base=1204.8
|hp_max= 1847.3
|hp_max= 1847.3
|pri_sets=13
|anc_sets=10
|sec_sets=14
|anc_sets=9
|dam_melee=1.000
|dam_melee=1.000
|dam_range=1.125
|dam_range=1.125
|buff_dam_melee=0.125
|buff_dam_range=0.125
|buff_def_melee=0.070
|buff_def_melee=0.070
|buff_def_range=0.065
|buff_def_range=0.065
|buff_dam_melee=0.125
|buff_res_melee=0.070
|buff_dam_range=0.125
|buff_res_range=0.065
|buff_hpmax_melee=0.070
|buff_hpmax_range=0.100
|buff_tohit_melee=0.075
|buff_tohit_melee=0.075
|buff_tohit_range=0.070
|buff_tohit_range=0.070
|debuff_dam_melee=0.070
|debuff_dam_range=0.070
|debuff_def_melee=0.070
|debuff_def_melee=0.070
|debuff_def_range=0.070
|debuff_def_range=0.070
|debuff_dam_melee=0.070
|debuff_res_melee=0.070
|debuff_dam_range=0.070
|debuff_res_range=0.065
|debuff_tohit_melee=0.070
|debuff_tohit_melee=0.070
|debuff_tohit_range=0.070
|debuff_tohit_range=0.070
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|kb_melee=2.077
|kb_melee=2.077
|kb_range=1.662
|kb_range=1.662
|res_melee=0.070
|res_range=0.065
|sleep_melee=1.192
|sleep_melee=1.192
|sleep_range=1.192
|sleep_range=1.192
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== Power Sets ==
== Power Sets ==
{{section columns
| heading 1 =
=== Primary Power Sets ===
=== Primary Power Sets ===
*A Blaster's primary power sets are designed specifically for ranged attacks. They are:
| section 1 =
<ul style="width:50%">{{Category Listing|Blaster Primary}}</ul>
A Blaster's primary power sets are designed specifically for ranged attacks. They are:
{{Category Listing|Blaster Primary}}
{{PMarket Purchase|br}}
{{PMarket Purchase|br}}
{{PMarket Purchase|dp}}
{{PMarket Purchase|dp}}
{{PMarket Purchase|water}}
{{PMarket Purchase|water}}


| heading 2 =
=== Secondary Power Sets ===
=== 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:
| section 2 =
<ul style="width:50%">{{Category Listing|Blaster Secondary}}</ul>
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}}


| heading 3 =
=== Ancillary Power Pools ===
=== Ancillary Power Pools ===
* [[Cold Mastery]]
| section 3 =
* [[Electrical Mastery]]
* [[Arsenal Mastery]]
* [[Flame Mastery]]
* [[Dark Mastery]]
* [[Electricity Mastery (Blaster)|Electricity Mastery]]
* [[Fire Mastery (Blaster/Corruptor/Defender)|Fire Mastery]]
* [[Force Mastery]]
* [[Force Mastery]]
* [[Munitions Mastery]]
* [[Ice Mastery (Blaster)|Ice Mastery]]


| heading 4 =
=== Patron Power Pools ===
=== Patron Power Pools ===
| section 4 =
* [[Leviathan Mastery#Blaster / Mastermind|Leviathan Mastery]]
* [[Leviathan Mastery#Blaster / Mastermind|Leviathan Mastery]]
* [[Mace Mastery#Blaster|Mace Mastery]]
* [[Mace Mastery#Blaster|Mace Mastery]]
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* [[Soul Mastery#Blaster / Mastermind|Soul Mastery]]
* [[Soul Mastery#Blaster / Mastermind|Soul Mastery]]
<span style="font-size:.75em;">&#42; [[Patron Power Pools]] require [[Villain (Alignment)|villain]] [[alignment]] to obtain.</span>
<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]] 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 ==
== Historical ==
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* Cold Mastery, Flame Mastery, Force Mastery, and Munitions Mastery were added to the game in [[Issue 3]].
* 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]].
* 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 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 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.
* 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]].
* Psychic Blast and Mental Manipulation were [[Power Set Proliferation|proliferated]] to Blasters in [[Issue 12]].
* Radiation Blast was proliferated to Blasters in [[Issue 16]].
* Radiation Blast was proliferated to Blasters in [[Issue 16]].
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* The [[Patron Power Pools]] were made available to Blasters in [[Issue 18]].
* The [[Patron Power Pools]] were made available to Blasters in [[Issue 18]].
* Dark Blast was proliferated to Blasters in [[Issue 21]].
* 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]].
* Beam Rifle and Darkness Manipulation were added to the game in [[Issue 21]].
* Blasters will receive the following buffs in [[Issue 24]] {{orange|(link when available)}}:
* 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]].
** 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
* Martial Combat was added to the game in Issue 24.
** Ranged power sets without snipe powers will be balanced to ensure they remain competitive
* Atomic Manipulation, Ninja Training, Plant Manipulation, Tactical Arrow, and Temporal Manipulation were added to the game in [[Issue 25]].
** [[Dual Pistols]] animations will be shortened to increase [[DPS]]
* Most Blaster secondary powersets were revised with range and crowd control standardization in [[Issue 27 Page 1|Issue 27, Page 1]].
** Tier 3 Blast powers such as [[Blaze]] and [[Bitter Ice Blast]] will have their range increased to 80ft from 40 or 50ft.
* Sonic Manupilation was added to the game in Issue 27, Page 1.
** 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.
* Seismic Blast and Earth Manipulation were added to the game in [[Issue 27 Page 3|Issue 27, Page 3]].
** More to come!


== See Also ==
== See Also ==

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