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Primer to Blaster PVP

Primer to Blaster PVP
Written by SnipeFu   
SnipeFu’s Primer to Blaster PVP

I was hesitant to do this because all other ATs are going to read this too and develop strategy’s around these but I guess the Blasters need to know and I love my peeps too much to keep this all to myself any longer. I also don’t care if anyone figures my whole thing out from this post anymore, I have had my fair share of PVP and I just do it for fun anyway. So here goes.

Remember one thing, you are the easiest AT for anyone to take down; yet are THE deadliest threat if not taken down. You will be hunted so make hunting you as difficult and as dangerous as possible.

Always take a minimum of 10 breakfrees to every match. Everyone and their grandma has status effects.

Try and buy your insps based on who you are fighting. If you’re fighting a controller bring more breakfrees, if you’re fighting as blaster bring some acc insps and so on.

Have hasten fire off before you enter the arena so that is one less button you need to push when the match starts

Blasters are the least toggle dependant of all the ATs so when the bell starts it’s a great time to bumb-rush your opponents since most of them will be sitting there toggling up. Pop a breakfree on the way over. If your opponent has invis pop an acc insp as well. Make sure not to target a pet while gunning over there. If you don’t drop them in 3-5 seconds back off and toggle up.

Every blaster has two melee powers that drop toggles. Generally these are also very strong powers. If you plan on PVPing a fair amount take and slot your two toggle dropping powers to the hilt. If you have Hami-Os put them in these powers first.

Take and slot at least one hold wether it’s from your primary, secondary, or epic pools. Two holds are better if you can, since people with acrobatics will resist the first hold. Ranged holds are way better than melee ones.

NEVER ever assume your opponent can’t see you. If you just invis’ed it’s not the time to stand around and breakdance. Run away. Everyone can counter the effects of invisibility.

When you kill someone, run away from their corpse. RotP is a biatch if you get hit with it.

Squishies can generally be killed with a damage capped snipe+blast+bolt. Some are more resilient than others.

To fight scrappers and tankers, I like to throw a ranged hold first, this won’t hold them as they are all resistant to holds. Then run in and hit your toggle droppers back to back. Usually you will drop their toggles and they will be held. If they’re held throw your most powerful attacks at them as fast as you can. If they are not held think of something else.

Take and slot one of your epic shields. Having a capped smash/lethal resist can save your butt many times over.

Super Speed is still good. Aim and or Buildup will overcome the –acc from superspeed if you need to joust for a few seconds.

If you want to hit EVERYONE out there including those pesky SR scrappers throw at least two to-hit buffs in aim. You may still need to hit buildup and aim to hit a HOd SR scrapper.

If someone hits Force of Nature, Elude or Unstoppable, don’t think you have to engage them. They will be very hard to kill. Stalk them and wait for it to run out. That’s the time to attack and attack hard.

Know the activation times of your powers and know which ones are stronger than the others.

Melee is critical to taking down Scrappers/Tankers. You can take care of most squishies from range.

Be creative with your build. Many useless PVE powers can surprise and do wonderful things to your opponent in PVE.

There is no cheap, it’s kill or be killed. All is fair in love and war.

Taking the concealment pool is a good thing. Stealth and Phase Shift together make you invisible. Invisible makes you invisible (duh). Right there you have two forms of invisibility. Again, never assume they can’t see you.

If you let a controller get more pets up they get astronomically harder to kill.

6 slotted hover is a great combat flight and extremely maneuverable.

Taking the leaping pool for combat jumping and especially acrobatics is a good thing, especially if you plan to melee a lot. Resisting even one hold can mean the difference between life and death.

Don’t wait till you’re held to pop a breakfree. Use them pre-emptively as well.

If you plan on only teaming, you can pay less attention to melee attacks. If you plan on doing 1v1s and small team matches, you need those melee attacks.

Going into a battle Phase Shifted is smart. You can absorb the alpha strike, unphase, and lay your own alpha strike on.

Arrange your powers on your trays smartly. Have some kind of order on those trays to minimize mouse movement. Key binds are a good thing too.

You do not need to have 12 attack powers slotted up. Spend some slots in other areas because pure damage won’t cut it in the arena. Some blasters have as little as four attacks fully slotted.

Use the test server. It will help you figure out your style better.

Take the time to watch other blasters play. Guys like PositronBot, yours truly, Mage Storm and Frozen Ferocity just to name a few. Watch other ATs play as well. It’s a great way to learn.

Know that in general you only have around 5-10 seconds to take anyone down. If it doesn’t happen in that small time frame you may need to retreat and reload.

Running does not mean you’re a chicken.

If you are hell bent on jousting, six slot sprint and swift. You will be able to joust just fine.

Adapt. If something is not working, don’t think that doing the same thing ten more times will work. Try something different.

Stalk your prey. If you can go un-noticed, stalk them, hit them from the back.

For someone who can’t see through your invis, a great technique is when they are locked on you and about to engage or already engaged, hit invis, they will lose the target, go around behind them, drop invis and continue attacking. You have a few free seconds till they re-lock on you to pound on them.

Use the terrain to your advantage.

Get all the accolades. They make a difference. Every little bit counts.

I put my ranged hold on auto-attack, especially when fighting squishies. As soon as I target them I throw out my hold.

Defender debuffs in general are easily overcome with Aim+Build up + nasty melee attacks. Stormies you can not melee. You have to keep distance from them at all times and take them from range.

Blaster AoE attacks are pretty useless in the arena. Even your nuke will not one shot anyone.

A controller will one shot you if you are held. Try not to stay held. But at the same time don't waste 4 breakfrees trying to get out of 12 stacked holds. If they have that many holds on you, let them have that kill. If it is the first or second hold break out fast and either knock them out or run away depending on the situation.

Letting people think you ran out of breakfrees can be used to your advantage (figure it out).


Don't be afraid to slowly whittle a tanker/scrapper down. If you can outrange them and they don't have an insane self heal, you can stay at range and slowly plink away at them. This is especially true with Invuln scrappers and tankers.

There are some heroes whos toggles you can not drop. Stone Tanks, Dwarf Form Kheldians and one other I can't remember right now, can not have their toggles dropped.

Above all else, be a good sport, don’t leave matches early, and don’t let other people’s whining and bickering get to you (many people are shocked when a blaster hands them their a$$ on a platter). Remember you are supposed to be heroes.

Consider this version 1.0 as I know there are a lot of things I forgot to put down. If this thread actually becomes used and popular I will endeavor to keep it updated.

[edit] I have to give credit where credit is due. I learned a lot from watching PositronBot, so, thanks dude for all the training.

Now:

Go. Hunt. Kill Skuls.

Regards,
SnipeFu

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