Adeon Hawkwood

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  1. Of course I'm going mad with power. Have you tried going mad without power? It's boring, no one listens to you!
  2. Yeah Synapse is a very annoying TF, I tend to do it once per character for TF commander and that's it. Even with a good team it's a real drag.

    As a side note, Force Field REALLY helps with the END drain. The added defense reduces the number of drains you get and it also provide END Drain resistance.
  3. Quote:
    Originally Posted by Arcanaville View Post
    The saying that death is the best mitigation actually has a deep kernel of a lie. Because in a way, the faster you kill, the more survivable you have to be, to survive the accelerated rate at which you face full strength spawns.
    That's a very good point. However there is one counter argument: Inspirations.

    Inspirations make a major difference in the survivability of a Blaster but they have a fixed duration. Assume that the two blasters in your example use all inspiration drops in between each spawn. The first Blaster will have two spawns worth of inspirations on him at all times while the second will only have one.

    In any case, I don't really think increasing Blaster damage is the way to go.
  4. I wouldn't mind if Time Bomb was changed to an Omega Maneuver clone. Sure OM isn't the greatest power in the game but at least it is fun and usable in the majority of situations. Time Bomb is neither.
  5. Quote:
    Originally Posted by newchemicals View Post
    Death is the 100% debuff. Works just fine at lower levels.

    If damage is "ok" as you claim then I might as well just stick to using my elec/shield scrapper and love my double "ranged" nukes.
    The issue I have with boosting Blaster damage (which may not have been as clear in my first post as I intended) is that I think Blasters are at or pretty close to a point where increasing damage doesn't really increase time-to-kill for a spawn enough to really impact survivability. Using my AR/Dev as an example his damage is already at the point where he can wipe the minions in a spawn in 2-3 attacks (Flamethrower + Full Auto + Buckshot) at which point I have to deal with the LTs and Bosses. Unless his damage is increased to the point where he's killing LTs as well as minions in his first attack I really don't see more damage making a real difference. If I can survive 10 seconds or so against a spawn's worth of LTs and Bosses then I'm generally able to survive long enough to kill them anyway (baring bad luck).

    Quote:
    Even if you gave blasters full mez protection 100% of the time (and leave them as is), I don't believe that will fix things.
    I think it would help a lot. Most of the time when my Blaster dies the root cause was one of three things:
    1. The RNG was against me (to many hits in to short a time for me to react)
    2. I got mezzed and either didn't have a Break Free or got cocky and decided to save it
    3. To many defense debuffs for me to counter (or a lack of purples to counter them with)

    Given that the two things I see as really helping Blasters which they don't currently have access to are some form of mez protection and some Defense Debuff Resistance. I'm not going to say that would fix all of the problems with Blasters but I think that it would help a lot.
  6. Quote:
    Originally Posted by T_Immortalus View Post
    Sounds like being "banished" to "a bland place" like "the white room".
    It actually means speech intended to flatter or entice but it's a pretty archaic word.
  7. Then the prophet spake saying: "Frak this, for my faith is a shield proof against your blandishments!"
  8. Quote:
    Originally Posted by Seschat View Post
    Most of my Ion users are pretty squishy (Defenders, dominators, contollers, corruptors, etc.), so the chance for hold is my friend. After I've annoyed a spawn by deleting 2/3 of their HP, it is nice that a quarter of the survivors _aren't_ shooting at me.
    Interestingly most of my characters are squishy as well. In general my feeling is that if I can take the spawn without using my Judgement then I don't really need the mez from the Judgement either so I might as well have more damage. If I can't take the spawn without Judgement then I'm better off lowering the difficulty (if solo) or letting someone else take the alpha before using my Judgement (if on a team).
  9. I'll second the VEATs are a good option. Crab Spiders in particular are very strong providing very good damage with a nice selection of Team Buffs and some Debuffs. They solo well and are excellent companions on teams. The other nice bit is that they don't need IOs but do benefit from them so it's easy to make an incremental IO build.

    Controllers are potentially strong at the high end (at least with the right combo) but they don't solo that great while leveling (if you do want to solo one at low level take Jump Kick, the animation is ugly but it recharges fast and combined with Containment is actually decent damage).

    A Corruptor or Defender is a good choice. Most of the debuff heavy set (especially Traps, Time, Rad & Dark) can solo well especially if combined with a higher damage blast set. Archery, Fire and Sonic are popular here but other sets can also work well depending on what you like. I had a lot of fun leveling a Time/Elec Defender and he definitely works out well on teams.
  10. Quote:
    Originally Posted by Fulmens View Post
    Really. How many Brute powersets can, in the normal course of events[1], 2-shot groups of 5 minions every ten seconds?

    How many Blasters? [2]

    I know of at least one Brute power that can in the normal course of events 1-shot a minion, regardless of secondary. How many Blasters can do that with any power? [3]

    [1] By which I mean "every time the power is up and the character is playing normally." That's typically about every 10 seconds and can be as low as 6 or 7. "Every time both Aim and Build Up are up" is not the normal course of events. You _might_ be able to make a case that "every time either Aim or Build Up is up" because, typically, that's about every 20 seconds.

    [2] Trick question, sort of, because Blasters can do groups of 10 or none at all. The correct answer is probably "Fire/* Blasters, some */Mental blasters, and */*/Elec some of the time." But I failed to fry a group of even-con Nemesis minions with Fire/En at level 50. And that character had about 15% damage in set bonuses.

    [3] None.
    This isn't really the point I was making. What actually matters is can a blaster destroy a spawn's worth of minions in 5 seconds once every spawn? In general most Blasters can do that by cycling Aim/BU or just having high damage AoEs (for example AR can kill most minions in 5 seconds using Flamethrower + AR which can generally be done once per spawn). Once you can do that extra damage doesn't help survivability much unless it brings time to kill for Lts down to the same range.
  11. Personally I prefer Total Core to any of the other T3 options for Ion. Even at T3 Judgement will kill most minions and severely wound the rest of the spawn. Given that I don't see a huge benefit to any of the debuffs and controls available on the radial trees.
  12. Quote:
    Originally Posted by newchemicals View Post
    When I read them, *sigh* the first answer that pops into my head is more damage. It has the most impact to the most sets, the most playstyles and its easy to explain to new players.
    The problem with "more damage" is that it doesn't really make a huge difference. Time-to-Kill for minions (and even LTs) is already so low that I just don't see increasing blaster damage as making a huge difference.

    As Arcana said in her post what Blasters really need is a moderate survivability boost of some sort. One option would be to change Defiance to provide more comprehensive (but still limited) mez protection in some manner such as by adding a mez protection self buff to some/all Blaster attacks or giving a Domination-style full mez protection with limited up-time power.

    As a side note, reading your thread title makes me think My Little Blaster: Friendship is Magic. Blasters get a new inherent power: The Power of Friendship. All nearby allies gain a bonus to damage and the Blaster gains a different buff based on the AT of all nearby allies (so basically a combination of Assault and Dark Sustenance).
  13. Quote:
    Originally Posted by Nethergoat View Post
    That's a useful improvement I wasn't aware of- if the Defiance bump stayed the same it's at least worth throwing out before attacking a spawn.
    Nah, they reduced the defiance buff to match the new cast time.
  14. Quote:
    Originally Posted by Nethergoat View Post
    Gun Drone *should* be an awesome source of damage & mitigation by drawing aggro, but instead does comical damage & charges into melee resulting in nearly instantaneous destruction- combined with its annoyingly long cast time & measly duration, it's nothing but a set mule.
    I don't know if you've tried it recently but they fixed the cast time a few issues back and it now has a one second cast time. This doesn't solve the other issues but it does at least mean you can recast frequently.
  15. Issue 24 Patch Notes

    Blasters

    The Blaster Archetype has been removed. All existing Blasters will be converted to Scrappers with the following powerset equivalencies.

    Primary Powersets

    Archery -> Katana
    Assault Rifle -> Broadsword
    Beam Rifle -> Staff Melee (this will need to be purchased from the store before the character can be played)
    Dark Blast -> Dark Melee
    Dual Pistols -> Dual Blades
    Electrical Blast -> Electrical Melee
    Energy Blast -> Energy Melee (this is being proliferated to Scrappers as part of I24 powerset proliferation)
    Fire Blast -> Fiery Melee
    Ice Blast -> Ice Melee (this is being proliferated to Scrappers as part of I24 powerset proliferation)
    Psychic Blast -> Martial Arts
    Radiation Blast -> Spines
    Sonic Attack -> Kinetic Melee (this will need to be purchased from the store before the character can be played)

    Secondary Powersets

    Darkness Manipulation -> Dark Armor
    Devices -> Shield Defense
    Electricity Manipulation -> Electric Armor
    Energy Manipulation -> Energy Aura
    Fire Manipulation -> Fiery Aura
    Ice Manipulation -> Ice Armor (this is being proliferated to Scrappers as part of I24 powerset proliferation)
    Mental Manipulation -> Regeneration


    Of course the general forum reaction would be a complaint that Dominators aren't getting any new proliferation while Scrappers get three new sets. I kid, I kid (mostly).
  16. A slightly off-ball suggestion that I found worked very well on SOs is Time/Electric. The kill speed is slower than some of the other suggestions (especially against bosses due to poor single target damage) but Electrical Blast provides very good damage mitigation which when paired with an already tough set like Time provides a very Tanky defender. I'll also add that Electrical Mastery is a very good fit for the pairing. Thunderstrike adds more damage against bosses, Shocking Bolt is a VERY strong hold and provides a bit of extra control to use alongside your Time powers and Power Sink makes Thunderous Blast into an almost standard part of your attack chain (the REALLY nice thing about TB as a nuke is that it does END drain so enemies that survive can't attack giving you time to re-toggle).

    Other than that I'll mostly echo what others have said, Traps and Time are probably the easiest solo Defenders (other sets equal them in power but Traps and Time are easier to use). Fire, Sonic and Archery are probably the highest damage secondaries with AR getting an honorable mention (at least in my book, I realize it's much less popular but Blaster-level damage on Ignite boosts it up a lot for me as long as you can reliably hold or immob bosses).
  17. You can only get the Safeguard/Mayhem temp powers once per character, sorry. The semi-exception to this is the Raptor Pack which you can buy from vendors (although you can still only get it from a Safeguard/Mayhem once).
  18. The simple fact is I have zero interest in PvPing in any MMORPG. I find that the basic requirements of an MMO fundamentally clash with what I want from PvP. When I engage in PvP gaming I'm looking for a test of playing skill and I don't want to have to worry about selecting the right character type, leveling them up and then getting the required gear just to make a character who is optimized for PvP (and therefore isn't necessarily well suited for PvE).

    I don't mind some character progression in PvP games (which seems to be the trend nowadays with a lot of modern games) but in MMOs character progression is the focus and I'm just not interested in PvPing that way.
  19. For Nukes I think the crash should either be changed to a recovery only debuff (such as on EMP Arrow) or even eliminated entirely.

    Regarding balance I agree that Nukes would be pretty powerful with no crash but on the other hand if you compare their damage and recharge scales to those of the crash less nukes they aren't that much better (except for Inferno).

    Crashless Nukes:
    Full Auto: 2.854 damage / 60s recharge.
    Hail of Bullets: 3.2688 damage / 180s recharge
    Overcharge: 3.5 damage / 180s recharge

    The crashing nukes all have 360s recharge and between 4.25 damage scale (Thunderous Blast) to 7.44 damage scale (Inferno) with most of them having 4.875 damage scale.

    So compared to HoB and Overcharge they are getting about a 40% damage increase in exchange for having twice the recharge and a crash. The problem is that endurance costs are supposed to scale with damage and the nukes are effectively paying this extra endurance by having the crash but honestly their damage does not strike me as being good enough to really justify the cost (with the exception of Inferno).

    So at a minimum I would say change the crash to a recovery debuff (and maybe increase the base endurance cost a bit) or better yet drop the crash entirely and drop the damage a bit if it's really necessary (i.e. for Inferno).
  20. Quote:
    Originally Posted by Antarcticaa View Post
    I am in complete agreement with what you've said. Leadership seems a natural choice. Problem is, in order to work everything in like hasten and the leadership pool, I'd need to drop what, recall friend? What would you slot shadow fall with?
    I don't know exactly what he uses but I suspect his general strategy is to use a mix of Defense and Resistance IOs to build up Defense, Resistance and Endurance reduction. If you slot set IOs with Res/End or Def/End you can build up all three pretty effectively. Additionally it's a good place to stick a LotG Recharge IO.

    Optionally you can also stick knockback protection IOs and/or a Steadfast Protection +3% Defense IO in it although depending on your build you may want to stick those in your Epic Pool shield.
  21. Adeon Hawkwood

    Staying Alive

    Quote:
    Originally Posted by DrGamma View Post
    All of the above is great advice (hover blasting+ranged defense+stealth will REALLY help). Also (not sure if anybody mentioned it before) don't forget to grab, slot and love your epic resistance shield as soon as you can. The resistance values for defenders are great in those shields and they do make a difference. The epic pools also add some additional control to what you already have (and use, I hope) which can help you even more in shutting down whoever is going after you...
    Electrical Mastery in particular is worth checking out. It's got a VERY nice hold you can use to supplement Tesla cage (in fact it's actually a better hold than TC but it does come later) and it has Power Sink which you can stack with Short Circuit to drain foes faster (an enemy with no endurance can't attack).

    Electrical Blast is actually very effective at mitigating damage by draining foes although I'll admit it works better if you have a primary that can handle aggro better than Empathy. Still if you build right it can be pretty effective. The Alpha slot is very good for this since you can add Endurance modification without sacrificing other stuff (Agility is nice for Emp/Elec since you get End Mod for the Elec powers and Recharge for the Empathy powers).

    Additionally consider taking Thunderous Blast if you haven't already (I know a lot of Defenders don't). It does drain your endurance but it also drains your enemies a lot and doing Short Circuit + Thunder Blast or Thunderous Blast + Blue Inspiration + Power Sink can easily result in you standing in the middle of a group of enemies who can't attack you (the latter is particularly nice since Power Sink will refill your blue bar). Nukes are particularly good for Empaths since you don't have any really critical toggles (just pool and epic powers).
  22. Quote:
    Originally Posted by AzureSkyCiel View Post
    but if you're say a mastermind, illusion controller, or anyone with a metric tonne of pets, you end up with mobs of confused enemies.

    Does this seem right?
    Well I'm not sure about Illusion but for MMs taking any of the Radial DoTs is a really, really solid choice. Since pets can apply the interface procs having all six pets out allows you to rapidly build up proc stacks on multiple enemies.
  23. Quote:
    Originally Posted by Mallerick View Post
    Does CoH/V really need a secret cow level?
    You know, when Staff Fighting gets released it will be possible to use that and the Animal Pack to make a pretty good Secret Cow Level in the AE.
  24. Great, all this talk of hidden cows is giving me flashbacks to Diablo 2.