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== Strategies ==
== Strategies ==


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.
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.


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.
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 types of Blaster is that of Active Defense.


'''Active Defense'''
===Active Defense===


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.  
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.


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''.
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. 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''.


== External Links ==
== External Links ==

Revision as of 22:23, 17 July 2007

Overview

Archetypeicon blaster.png

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:

Primary: Ranged
Secondary: Support

The Blaster has low hit points and high damage.

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. They are:

Ancillary Power Pools

Inherent Power

  • Defiance
  • In PvP, a fraction of a Blaster's primary and secondary attacks is unaffected by the target's Resistances. The exact fraction varies from power to power, but is roughly 1/3 for most attacks and rarely below 1/4.

Strategies

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.

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 types of Blaster is that of Active Defense.

Active Defense

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.

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. 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.

External Links