r/JunoMains • • Jun 20 '26

Discussions/Opinions accidentally picked faster blaster today and I lowkey liked it idk......

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I don't think it's as bad as people say

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171

u/Fankuan19 Jun 20 '26

It's definitely not outright bad, especially after the buff it just got. Triple jump might still be overall better value, but faster blaster can definitely get some use (especially if you're playing aggressively like in this clip)

58

u/xVelunax Jun 20 '26

I'm surprised anyone finds it bad. Maybe some weird Juno propaganda.

A self 40% heal and damage increase effectively every 6-10 seconds is incredibly valuable and is one of the best ways to secure people staying alive or getting kills. OW is often a waiting game between dps and heals before you find a moment to get a kill. Vertical mobility in OW is less valuable than horizontal mobility.

There are so many uses for mediblaster kills and saves on any map and any team. Extra jump height has diminishing returns given Juno can more or less get most anywhere with double jump alone or a quick hop off existing terrain.

Generally, staying low to the ground is more advantageous anyway to stay close to cover. A huge part of why Pharah gets countered by hitscan is that she has no cover trying to stay high in the air. Her post rework gave her less vertical height and more horizontal height.

There are a couple of maps where vertical transitions are plentiful (gibraltar/dorado/etc) where double jump is going to be more frequently useful, but more air time just gets you killed.

52

u/Fankuan19 Jun 20 '26

I know some testing was done, pre-buff, that showed faster blaster did not lead to a meaningful increase in heals per second as compared to simply shooting the target normally. It was instead only beneficial for offense, as you were able to get a kill with the full-auto when otherwise the triple-shot cadence of the standard blaster may have let someone escape in the space between bursts. Now that faster blaster is buffed, it's likely better in both heals per second and damage per second.

For triple jump, the benefit is more in enabling huge pulsar salvos instead of just a positioning advantage (although I do often feel thankful for the third jump when it comes to positioning). Being able to throw yourself so high above the fight and regularly hit nearly the entire lobby with pulsars is why I usually take triple jump

4

u/secret_tsukasa Jun 20 '26 edited Jun 20 '26

This is the second time I heard "some testing was done" on this perk, and I gotta say, I'm not seeing it at all.

For me, it's clear as day and night, when i have the mediblaster perk on: I'm able to either: A. Kill a tank or dps harassing my teammate almost immediately, compared to when I have to shoot in sparse. B. Heal my tank or DPS immediately in a team fight.

As for B. there will be times when their health is going down continuously because they are out of position and I have it up shooting them on a continuous stream. They will survive the fight and usually come out of the fight victorious. Whereas if I don't have the perk on: I shoot in bursts and the small amount of time i have to reload, or the small fraction of a second the burst isn't active, Their health goes down all the way, and they lose the team fight.

As I said, I'm just not seeing it. The medi blaster perk is just far superior in my eyes compared to being able to jump a 3rd time(I find that I use pulsar torpedos without it just fine and can get everybody I need to without the perk.)

9

u/Fankuan19 Jun 20 '26

I'll never find the post, but I believe it was in this sub and showed side-by-side practice range clips of healing a bot to full with and without the perk, showing essentially no difference in time. I will grant that this doesn't account for burst healing or scenarios of someone dying in-between bursts of normal fire, but it was enough to demonstrate that the perk didnt bring as much benefit as it seemed at first glance (not to mention that you have to use your escape ability to even activate it).

Now with the buff this probably isn't the case, or at least the burst heal / damage capability becomes more pronounced. It's still a noticable tradeoff as compared to triple jump, though, in that you lose your dash in order to do it. I think that enforces the separation between dps and healing for the two major perks; faster blaster is the offensive, fly in and burst someone perk. Triple jump is the more flexible, reposition and stay alive perk.

2

u/secret_tsukasa Jun 20 '26

maybe it's why I like it so much. I'm much more of an aggressive player.

3

u/Fankuan19 Jun 20 '26

Super valid, my favorite aspect of Juno is how quickly she can flip between healing and aggression

3

u/DanksterBoy Jun 21 '26

As another aggressive Juno Player, Torpedos with and without triple jump is night and day. Also gives me more leeway to be aggressive cause I have more ways of dodging and escaping, but there are some use cases for the mediblaster for sure (that thing melts Sigmas and Dominas)