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{{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. Whether up close or afar, he can deal out tremendous amounts of damage. In comparison to the other archetypes, the Blaster is by far the most damaging to the enemy.  But the Blaster is quite fragile; this archetype has relatively few hit points.  Blaster heroes must be on their guard before getting into combat; while their immense power can overcome most foes, alone they are quite vulnerable. The Blaster can turn the tide of a conflict, but they need their friends to help them succeed.
 
The Blaster's powersets are:
 
'''Primary''': Ranged<br>
'''Secondary''': Support<br>
'''Inherent''': Defiance
 
The Blaster has low hit points and high damage.
 
== Powersets ==
 
=== Primary Powersets ===


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


* [[Archery]]
'''Primary''': Ranged<br />
* [[Assault Rifle]]
'''Secondary''': Support<br />
* [[Electrical Blast]]
* [[Energy Blast]]
* [[Fire Blast]]
* [[Ice Blast]]
* [[Sonic Attack]]


=== Secondary Powersets ===
{{ATStats|survive=4|melee=8|ranged=10|control=4|support=2|pets=2}}


A Blaster's secondary powersets are designed for support. They are:
== Power Sets ==
{{section columns
| heading 1 =
=== 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}}


* [[Devices]]
| heading 2 =
* [[Energy Manipulation]]
=== Secondary Power Sets ===
* [[Electricity Manipulation]]
| section 2 =
* [[Fire Manipulation]]
A Blaster's secondary power sets are designed for support via melee attacks, minor crowd control powers, or temporary self-buffs. They are:
* [[Ice Manipulation]]
{{Category Listing|Blaster Secondary}}


| heading 3 =
=== 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.


Defiance is a feature that was introduced upon the release of Issue 5 and is exclusively for blasters.
== Historical ==
{{Historical|type=section|reason=change}}


When a blaster’s health drops, he or she will begin to see an increase in his or her damage output. It is a small increase at first, but the lower the blaster's health gets, the bigger the damage increase will become. An icon for defiance will appear under the experience bar once a blaster enters a defiant stance.
* 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]].


The chart below demonstrates just how much of a bonus to base damage a player will see when his or her health is low:
== See Also ==
* [[Archetypes]]
* [[Blaster Strategy]]
* [[Blapper]]


Health Percentage Bonus to Base Damage <br>
== External Links ==
70% health +4% damage bonus <br>
50% health +18% damage bonus <br>
40% health +35% damage bonus <br>
30% health +70% damage bonus <br>
20% health +140% damage bonus <br>
10% health +280% damage bonus <br>
1% health +500% damage bonus (maximum allowed damage buff for blasters) <br>


The lower a blaster's health gets, the more defiant he or she becomes. The defiance feature allows blasters some rather exciting strategy abilities. If you are teamed with a healer and would like to stay in defiance mode, group communication is key.
* [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


== External Links ==


* [http://www.cityofheroes.com/gameinfo/archetypes.html Archetypes documentation] on official City of Heroes site
{{Navbox Archetypes}}
* [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 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