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	<title>Comments on: Fire Blaster Powers</title>
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		<title>By: Jeremy</title>
		<link>http://www.jordans-town.com/shazel-powers/comment-page-1#comment-39</link>
		<dc:creator>Jeremy</dc:creator>
		<pubDate>Wed, 18 Mar 2009 18:48:52 +0000</pubDate>
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		<description>And yet, if there was a unique IO that added 6.2% defense all around, I bet most people would take it. Even small percentages can make a difference, but your point about whether it’s worth the power, the slots, and endurance is definitely valid.</description>
		<content:encoded><![CDATA[<p>And yet, if there was a unique IO that added 6.2% defense all around, I bet most people would take it. Even small percentages can make a difference, but your point about whether it’s worth the power, the slots, and endurance is definitely valid.</p>
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		<title>By: Scrap Works</title>
		<link>http://www.jordans-town.com/shazel-powers/comment-page-1#comment-38</link>
		<dc:creator>Scrap Works</dc:creator>
		<pubDate>Wed, 18 Mar 2009 18:48:14 +0000</pubDate>
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		<description>I&#039;ll post this on the power pool section as well, but just an FYI, leadership is pretty much useless for Blasters.  The effect of the powers changes based on the class.  For a full break down you can go here:

http://cityofheroes.wikia.com/wiki/Leadership

But basically

Blaster,  2.275% Def 	10.50% Dmg 	7.0% to hit

Even 3 slotted with 40% defense buffs, which is very high, you&#039;re looking at 6.2% defense buff on Manuevers.  That is totally worthless.  Since you can&#039;t enhance to-damage, you&#039;re stuck with 10.5% on Assualt.  Tactics can be buffed to 19.2%, if you don&#039;t mind taking one of the other powers for basically no reason.  But then you&#039;re looking at at least 5 slots for a power-pool power (as you&#039;ll wreck your endurance without modding that).  And most blasters get Aim, which is much easier to slot and you don&#039;t have to pick another power for it, and drain your endurance.  

Manuevers is worthless for Blasters, Scrappers, Tanks, Brutes and Stalkers as they all have the same bonus.  For Kheldians, Dominators, Masterminds, Controllers and Corrupters, it is marginally better at 2.625%, which lets you get up to 7.2% - still worthless in my opinion.  Defenders start with a 3.5, which lets you get to 9.6% - marginal at best.  You really have to get two or three people to stack this before it really gets usefull.</description>
		<content:encoded><![CDATA[<p>I&#8217;ll post this on the power pool section as well, but just an FYI, leadership is pretty much useless for Blasters.  The effect of the powers changes based on the class.  For a full break down you can go here:</p>
<p><a href="http://cityofheroes.wikia.com/wiki/Leadership" rel="nofollow">http://cityofheroes.wikia.com/wiki/Leadership</a></p>
<p>But basically</p>
<p>Blaster,  2.275% Def 	10.50% Dmg 	7.0% to hit</p>
<p>Even 3 slotted with 40% defense buffs, which is very high, you&#8217;re looking at 6.2% defense buff on Manuevers.  That is totally worthless.  Since you can&#8217;t enhance to-damage, you&#8217;re stuck with 10.5% on Assualt.  Tactics can be buffed to 19.2%, if you don&#8217;t mind taking one of the other powers for basically no reason.  But then you&#8217;re looking at at least 5 slots for a power-pool power (as you&#8217;ll wreck your endurance without modding that).  And most blasters get Aim, which is much easier to slot and you don&#8217;t have to pick another power for it, and drain your endurance.  </p>
<p>Manuevers is worthless for Blasters, Scrappers, Tanks, Brutes and Stalkers as they all have the same bonus.  For Kheldians, Dominators, Masterminds, Controllers and Corrupters, it is marginally better at 2.625%, which lets you get up to 7.2% &#8211; still worthless in my opinion.  Defenders start with a 3.5, which lets you get to 9.6% &#8211; marginal at best.  You really have to get two or three people to stack this before it really gets usefull.</p>
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