From StrategyWiki, the video game walkthrough and strategy guide wiki
Jump to navigation Jump to search
(AGN -> HN, back -> prev :Community Issues, Replaced: All Game Nav → Header Nav AWB)
(No difference)

Revision as of 17:11, 21 September 2009

This page should serve as a general tips page for blasters. Any builds that you might want to add, feel free. However, please create your own page from a link here. To do so, edit this page and add your link to the builds list by typing [[CityOfHeroes/Blasters/Mybuild|My Build]] Click save and then click on the link that you just created, from there you can write your own wiki page.

Builds

General Blaster tips and tricks

Blaster Primaries

Assault Rifle

The Assault Rifle power set is in general fairly long ranged, and does decent damage.

Burst
The starter power, makes five small attacks, and debuffs defense.
Buckshot
The first cone attack, does moderate damage in a fairly long cone. Does knockback.
Slug
A strong single-target attack, serves as a good one-two combination with Burst. Does knockback.
M30 Grenade
Targeted are-of-effect attack, doing moderate damage. Has a long range and does knockback.
Beanbag
Get this one. A Magnitude 1 disorient attack doing low damage. Priceless for stunning anyone who comes too close. May do knockback in rare instances.
Sniper Rifle
The penultimate sniper attack. Does extreme damage at extreme range. It's interruptible, though, so don't use it if under attack. Causes quite strong knockback.
Flamethrower
Another cone attack, this one doing quite severe fire damage over time. Useful for large groups of minions, but be careful of aggro...
Ignite
Lights an area on fire. As such best used as an area-denial tool, since enemies will run away from it.
Full Auto
Burn through loads of ammo, do frightening amounts of damage in a cone. Everything an AR blaster could ever want.

Fire Blast

Energy Blast

This is the power set that you either love to pieces or hate vehemently. All the attack powers to knockback in some way, shape or form, which can be immensely practical in blast-heavy groups, but immensely detrimental if you're running with scrappers or tankers. Powers tend to be highly damaging, but slow on the recharge. They also tend to cost quite a bit of endurance.

Power Bolt
A quick attack, doing minor damage. Not too much knockback on this one.
Power Blast
Slower on the recharge, higher on the damage. Also does slightly more knockback, and slightly more often.
Energy Torrent
You'll probably need this one: A wide cone attack that does minor damage and a lot of knockback. Very useful for clearing enemies away from you.
Power Burst
Short ranged, but high damage. Hefty dose of knockback.
Sniper Blast
You'll need this. Interruptible, so don't use it in combat, but useful for pulling enemies out of groups if you're careful. Does enormous damage, fierce knockback.
Aim
Boosts your accuracy a lot, and your damage a little, for about 10 seconds. This is time enough to get off a Sniper Blast, Power Bolt, Power Blast combo.
Power Push
Low damage, high knockback. Useful for sending enemies flying if that's your thing. Not worth it if you have the Energy Manipulation secondary though.
Explosive Blast
Targeted AoE attack, which causes, you guessed it, knockback.
Nova
A more powerful Explosive Blast, centered on yourself. Good if you end up surrounded, as it can clear a way for you to get out of there. Beware, though - you'll be completely out of endurance, and you won't recover endurance for a while after use - so use it judiciously!

Electrical Blast

Ice Blast

Blaster Secondaries

Devices

Fire Manipulation

Fire Manipulation is generally considered to be the worst of the Blaster Secondaries - a single status effect, loads of melee, and several fire tanker powers that a blaster has little or no use for.

Ring of Fire
The sole status effect in this powerset. It features low damage, and a merely ok immobilize effect.
Fire Sword
A purely melee, medium-damage power from the fire tanker set. It really goes without saying that the ideal blaster wants nothing to do with melee, so while this is not intrinsicly a terrible power, it does not belong in this set.
Combustion
Another melee-oriented power that is essentially Inferno's annoying little brother. Its damage really does not justify the risk it poses to a blaster.
Fire Sword Circle
Basically the same issues as Fire Sword.
Build Up
This is actually quite useful for any damage-dealing character, especially a blaster. It roughly doubles the character's damage output for a few seconds, and is quite useful for alpha strikes
Blazing Aura
This power is a taunt aura that does the same DoT as other Fire Blaster powers that do not center around DoT, such as Fire Blast.
Consume
A rather useful area-based endurance drain that again, is actually pretty useful for Blasters
Burn
Given the run-and-gun mentality employed by most Blasters, this is about the least power one could give them. It creates a patch of fire that stands in place. Enemies run away from it, and unlike Fire Tanks, Blasters do not do very well to stand in the middle of it to agro them.
Hot Feet
A Fire Controller power, this toggle creates a patch around the user, dealing moderate DoT, and slowing them. [the author is unsure of its usefulness, as he does not have it]

Energy Manipulation

Electricity Manipulation

Ice Manipulation