Blaster: Difference between revisions

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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= 1606.4
|pri_sets=12
|sec_sets=7
|anc_sets=9
|dam_melee=1.000
|dam_range=1.125
|buff_def_melee=0.070
|buff_def_range=0.065
|buff_dam_melee=0.125
|buff_dam_range=0.125
|buff_hpmax_melee=0.070
|buff_hpmax_range=0.100
|buff_tohit_melee=0.075
|buff_tohit_range=0.070
|debuff_def_melee=0.070
|debuff_def_range=0.070
|debuff_dam_melee=0.070
|debuff_dam_range=0.070
|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
|res_melee=0.070
|res_range=0.065
|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 he 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!
 
Alignment: '''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 ==
=== Primary Power Sets ===
=== Primary Power Sets ===
 
*A Blaster's primary power sets are designed specifically for ranged attacks. They are:
A Blaster's primary power sets are designed specifically for ranged attacks. They are:
<ul style="width:50%">{{Category Listing|Blaster Primary}}</ul>
 
* [[Archery]]
* [[Assault Rifle]]
* [[Electrical Blast]]
* [[Energy Blast]]
* [[Fire Blast]]
* [[Ice Blast]]
* [[Psychic Blast]]
* [[Sonic Attack]]


=== 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:
A Blaster's secondary power sets are designed for support via melee attacks, minor crowd control powers, or temporary self-buffs. They are:
<ul style="width:50%">{{Category Listing|Blaster Secondary}}</ul>
 
* [[Devices]]
* [[Energy Manipulation]]
* [[Electricity Manipulation]]
* [[Fire Manipulation]]
* [[Ice Manipulation]]
* [[Mental Manipulation]]


=== Ancillary Power Pools ===
=== Ancillary Power Pools ===
* [[Cold Mastery]]
* [[Cold Mastery]]
* [[Electrical Mastery]]
* [[Electrical Mastery]]
Line 46: Line 104:
* [[Force Mastery]]
* [[Force Mastery]]
* [[Munitions Mastery]]
* [[Munitions Mastery]]
=== Patron Power Pools ===
* [[Leviathan Mastery#Blaster / Mastermind|Leviathan 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]]
* [[Inherent Powers#Defiance|Defiance]]
* In PvP, roughly 10% of a Blaster's primary and secondary attack damage is unaffected by the target's [[Resistance]]s.


== Strategies ==
== Historical ==
{{Historical|type=section|reason=change}}


Like 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 favor 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.  Such characters are referred to as "Blappers", a blaster that acts like a scrapper.
* 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 [[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.
* 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 (a combination of [[Dark Melee]] and other darkness powers) were added to the game in [[Issue 21]].


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 play style. This does mean, however, there is very little uniformity across Blasters, and that most strategic advice has to be tailored for each type of Blaster. The only strategy that is shared across most Blaster types is that of Active Defense.
== See Also ==
* [[Archetypes]]
* [[Blaster Strategy]]
* [[Blapper]]


===Active Defense===
== External Links ==


Simply put, Active Defense means protecting yourself by removing things that can harm you. For Archetypes with Control at their disposal, such as the [[Dominator]] and [[Controller]], this means using mez powers like holds or disorients. For the Blaster, this tends towards being more simplistic; death is, after all, the ultimate debuff.
* [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


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 or boss first, because he will take the most effort, ''then'' cut your way through the weaker minions. All Blaster secondary sets contain some powers with a control element, 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''.


== Historical ==
{{Navbox Archetypes}}
 
* [[Flame Mastery]] was added to the game in [[Issue 3]].
* [[Electrical Mastery]] was added to the game in [[Issue 5]].
* [[Psychic Blast]] and [[Mental Manipulation]] were added as selectable sets for Blasters in [[Issue 12]].
 
== 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 13:36, 3 August 2021

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
Modifiers (at level 50) 
 MeleeRanged
Damage Scale 1.000 1.125
Defense Buff 0.070 0.065
Damage Buff 0.125 0.125
Max HP Buff 0.070 0.100
ToHit Buff 0.075 0.070
Defense Debuff 0.070 0.070
Damage Debuff 0.070 0.070
ToHit Debuff 0.070 0.070
EndMod 1.000 1.000
Fear 1.192 1.192
Heal Other 96.381 96.381
Heal Self 120.476
Immobilize 1.192 1.192
Knockback 2.077 1.662
Damage Resist 0.070 0.065
Sleep 1.192 1.192
Slow 1.000 1.000
Stun 1.192 1.192
Taunt 1.030 1.030
Threat Level 0.5 0.5
Limits (at level 50) 
 MaxMin
Damage Resistance 75% -300%
Status Resistance 10,001.01% -300%
Status Protection N/A N/A
Damage 500% 10%
Defense 175% -100%
ToHit 200.35% -100%
Recharge Rate 400% -75%
Regeneration 2000% 0%
Recovery 500% 0%
Stealth (PvE) 200 ft -180 ft
Stealth (PvP) 571.5 ft -180 ft
Perception 1153 ft 0 ft
Range 500% 25%
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:

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: Rebirth. The content provided may refer to 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.

See Also

External Links