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Posts
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Joined
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Quote:It's not an *amazing* power, but it's not bad either. I find it works best when you don't really have the cash to blow on IO's for +recovery. It's also great after a nuke. Pop Conserve power, hit the nuke, and then pop a blue. Conserve Power+the blue will allow you get a decent amount of attacks off before the -recovery debuff wears off.Hmm, ok. So is it a good power in its current form? Which scenarios does it work well in?
And of course, the most obvious use is... When you start getting really low on end, hit it for an emergency endurance button. -
Quote:Prob because having what amounts to 4 Endurance Reduction SO's in every single power being Perma would be a little OP.Hi Blaster forum,
Conserve Power is in the new Dominator APP, and I thought its 10 minute recharge was way too long for its effect. Then I noticed that it's 10 minutes in Energy Manipulation too.
Can anyone shed any light on why it would have such a long recharge? -
With the changes to /Fire, and the new APP's, I am looking at making my SS/Fire my primary farming toon. Right now it is moderately IO'ed with relatively cheap sets(Crushing Impacts, Doctored Wounds, stuff like that)
The goal is to be able to handle +2/x6 Rikti Spawns for helping out my buddings level. Prob will stick to the generic TV farm for solo farming, and I can already do that one fine +2/x6 with the current build.
My main question is, should I be bothering with anything other then +Recharge, and a little bit of +HP for my build? Is adding in S/L def, or +Melee def worth it for staying alive when farming Rikti? Or will the added damage from being able to spam Footstomp alot more often negate the extra damage Rikti put out? -
Quote:I'll put it bluntly... Yes you are kinda playing it wrong.What powers in the Leadership pool do you find not worth taking? I figured any powers I could have that could help the group would be worth taking, but maybe their not as effective as I thought they'd be. I grabbed aid other/aid self so I could get the resuscitate power. I'm not super attached to the Medicine pool so I can drop it and get Fire Sword Circle and Burn. Does Tough/Weave work at the same time as Hover? I have that on during all of my fights atm for defense. I didn't get Inferno because I felt the recast timer was to slow to make it effective. I could try to work aim/build up into this sooner, but build up doesn't seem to work that great and doesn't last that long. Build up is the one power I have on auto click. Maybe I'm playing this thing wrong who knows. I have gotten some comments in groups about how fast the mobs have gone down, but maybe they are just noobs as well and don't realize that we could be killing them faster.
Another question is how do I figure out all the sets I should use and how many of each set should I put into a power? Right now with using the crafted training enhancements I know I'm missing out on some set bonuses, but have no idea of where to start putting them in.
Thanks again for looking and the help
EB
quick edit:
Whats the deal with melt armor? Is this a power people take or is better once its slotted up with better enchantments? I have 3 acc + 3 def debuff in it and it does not seem to do anything. Is it used more on higher level mobs? If you use it how does it work for you and what mobs do you use it on?
Build Up and Aim should never be used as "Autofire" powers. Build Up and Aim are openers. For instance, move up to mob, pop BU+Aim, hit Firebreath, and Fireball. It will instantly kill all minions in a spawn up to +2 level.
Build Up and Aim together give a +166% damage bonus for 10 seconds. This means that you pop them to give yourself tons of burst damage to end a fight in seconds. When you hit BU and Aim, you should KNOW what powers you are firing as soon as they are done activating. If you need to drop a boss, usually Blaze, Fireball, Firesword. If you are trying to drop an enemy spawn, Firebreath+Fireball. (Or if you take my advice, BU+Aim, Firesword Circle, Burn, Fireball)
As for Leadership, I don't think any of the powers are worth it. Blasters leadership gives pretty minor bonuses, and you will be helping your team more by being an AoE powerhouse, then by putting up pretty minor leadership buffs.
Same with Medicine. Wakies are REALLY easy to make. Resuscitation is just unneeded on nearly any team.
As for Tough/Weave, yes, they most certainly stack with Hover. Personally though, I would take a more aggressive travel power, so you can use your PbAoE powers like Firesword Circle and Burn. Burn you can't even use while hovering, and with Firesword Circle, you want to be able to jump into the middle of the enemy, fire it off, and jump back, and you can't do that with Hover.
Melt Armour is not a huge debuff, and you won't notice a massive change, but it does add a little bit of -resistance and defense. It's not worth slotting. You're WAAAAAY better off going with Fire Shield. -
IMHO, you are going overboard with all the pool powers. Full Leadership is entirely unnecessary. Even Aid Self is... Meh. I would prefer Tough/Weave.
You are missing alot of key powers, and some are pushed REALLY far back in the build. Aim and Build Up are core powers, and should be taken earlier.
You are neglecting alot of /Fire powers that are really good. Fire Sword Circle for instance, deals INCREDIBLE amounts of AoE damage.
On the 17th, Burn will be becoming a very, very good AoE as well when Going Rogue releases.
In fact, you could prob get away with dropping Firebreath entirely, and using Fireball, Fire Sword Circle, and Burn as your primary AoE powers, with Rain of Fire as your emergency AoE.
Also, no Inferno? It's one of the best nukes. -
It doesn't suck, but I dislike the long animation time. It's on the *average* scale of PbAoE's.
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Quote:Enjoy
Stalker Offensive Toggle powers will now affect no targets while the Stalker is Hidden. As soon as the Stalker becomes unhidden, the toggle will begin to affect targets as normal. This means these toggles can be run while in Hide and they will not break the Hide state, because they will not hit anything until Hide is broken by some other event.
Includes Dark Armor/Cloak of Fear, Dark Armor/Oppressive Gloom, and Energy Aura/Repulse. -
When making teams redside, chances are I will still invite Corrs over Defenders...
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Quote:Burn was completely changed. It now acts more like a normal AoE. The damage is front-loaded, and it no longer causes the fear effect.Could be because some people may not know what you're talking about. If this is in regards to an upcoming I18 change that's in beta, perhaps you could fill us in now that the NDA has been lifted. Otherwise, you could just wait until it goes live and wait for people to start talking about it.
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Wow, those are some IMPRESSIVE powerlists. Sleet for doms? Yes plz.
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Quote:Heh, I'm already having issues making this build as is. I won't be able to fit in PvP IO's, especially not for a 3% HP bonus.If you feel like spending a pile of cash for a small return you could convert your 4-slotted LOTG powers to 3 PVP IOs + LOTG Rech. Defense is stll at ED cap, still get the recharge bonus and HP bonus goes from 1.13% to 2.25%.
But that's a lot of cash for a small return. I personally prefer more recharge than +def (small purples are cheap), so I probably would have gone a different path on Gloom and Heavy Mallet (i.e., Purples), but that's just personal preference, your build is rock solid.
I'll see how I do on RSF's with this build. If I find that I can tank with ease, I may replace the Siphon Insights on Gloom with purples. The Siphon's are dirt cheap, so I'm not worried about slotting over them. -
Surprised nobody has been talking about this. With the change to Burn, /Fire just became more damaging then Fire/.
Rad/Fire was already really powerful, now I can't even imagine the kind of AoE it will be packing. -
Quote:People were joking about making a Dual Pistols/Trick Arrow/Black Scorpion corrupter, and calling him Redraw Mcgraw.K, I know this is not a blaster set, but I saw this the other day and it made me think of you, Spine.
I saw a Trick Arrow/Dual Pistols defender. I asked him how he liked the set (with a little 'lol' under my breath) and he said that 'it's tough because i am always pulling out different weapons'.
Obviously, this is redraw city. I don't think I could have even imagined something so frustrating.
Anyway, I know it isn't a blaster set, but I thought I'd bring it up just cause it made me think of your thread. -
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Quote:Exactly. One of the reasons why I love villains is that they actually PLAY like villains. Players compete with each other for killing, and basically proving how awesome they are. My mastermind competes with the brute for aggro and taking alpha. The dominator is often doing the same with their controls. The stalker is trying as hard as he can to kill that Boss before the team gets into the fight, the Corrupter is trying to out AoE the Arachnos Soliders, and so on and so forth.And while you two are joustling to be in first the Fortuna might decide to open with Psi tornado, the Crab has gone with Venom Grenade whilest the Domi is busy dropping a mez patch from cover or just stunning the lot of them before running in themselves.
That's why I like Villains. Everyone has options and (hopefully) doesn't need to actually rely on one person being Mr Meatshield.
And yet, the still mesh well. Who needs a tank when you have 2 Arachnos on the team, giving you +30% defense? Who needs a tank with two masterminds charging into the thick of things with Debuffs(Or buffs) flying, and soaking up the damage with their gazillion HP? Who needs a tank when that Dominator has the entire spawn held solid, bosses included, in an AoE hold? Who needs a tank when that corrupter has nerfed the spawn with debuffs, or buffed the entire team up?
The only thing a Villain team needs is someone to keep the pace going, and taking alphas. And that spot can be held by different AT's. A well built stalker can take an alpha. A well built Dom can take an Alpha. Brutes and Masterminds can easily take an alpha. Depending on what set they are, Corrupters can easily take alphas.
Tanks are the most unnecessary AT redside. -
I don't even understand, in a game with Masterminds with Bodyguard, people are still complaining about taking the Alpha. On my Demons/Storm, I tank. Not the brute. Sure, the brute may try and steal my aggro, but screw him. He doesn't have Hurricane.
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Rad/Fire gets my vote. It's the blaster for crazy awesome people. Irridate+Firesword Circle+Neutron Bomb=OMGWTFBBQ!
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Quote:To be fair, those ffamous RPG games are so painful these days because they haven't evolved in 10 years. It's the same tired gameplay, with the same tired stories. There is a difference between having a linear story, and spoon feeding you that story.Games that try to be novels or films invariably suck when they stray too far in that direction. For example, there's a FFamous console series that used to be great, but is now criticized as being nothing but cut scenes strung together with some button mashing.
On the other hand, when the environment and setting are essential to the story of the game...oh, say a post-apocalyptic nuclear wasteland, for example...then having a large amount of "sandbox" type play takes the game from good to great. Ideally, there's still a core story, but in between doing the story missions you're free to roam the world doing whatever you want.
Compare it to say, a Star Wars RPG made by a bunch of crazy Canadians. While the story is still linear, which allows the pacing to be great, the story is not spoon fed to you via tons of cutscenes. You unravel it yourself through the game, which is what makes it enjoyable. That and I just think the writing is better.
I have found that the story in *sandbox* style games like you described to be lacking. The sandbox is good, the story is good, but the sandbox ruins any form of pacing the author may try and put in. You often forget entirely about the story, and focus on side-quest after side-quest, until you get bored and finally go back to the story. This has a tendancy to ruin emotional impact of the game. In fact, with said nuclear waste game, I actually got bored 3/4th of the way through the game, and havn't bothered to touch it since. The pacing of the story just couldn't keep me focused. It wasn't like a good book that grips you to the very end. -
I have found that games that offer a more linear story have a significantly more profound impact then stories are *open*.
For instance, lets compare an RTS that just came out, that is a sequel to an incredibly popular RTS made 12 years ago.
The first RTS game had a very linear storyline, you followed the missions, and it doled out the story in each one. The story was incredibly powerful. It created emotions because the crafters of the story could design the pacing, and how it was delivered.
The sequel, on the other hand, had a more non-linear story, because in the game, you chose which missions you wanted to take. Because of this, the story did not have nearly as much emotional impact, barring possibly the last few missions, because they were linear.
Without control of pacing, an author cannot really design a story that is that immersive.
It's like the differnence between a Choose Your Own Adventure book, and a Novel. 9/10,the novel is going to make a significantly more emotional impact then the choose your own adventure book. -
Quote:Traps is really good for proc abuse, also.
Once upon a time, MM 'trops used to take PBAoE and targetted AoE sets, leading me to have 4 damage procs in caltrops. Considering it isn't all that tough to have 2 patches out at once ...
The most glorious abuse of procs, however, was Gas Trap. That sucker, back in I9 / I10 was monumentally over-powered -- think nuke-level damage on big spawns. IIRC, each mob hit would create a gas cloud. AoE procs could go off with each cloud. The power cycles /very/ fast. I remember showing up at zombie and Rikti raids and being told to leave -- 'cause my MM trapper was dropping mobs faster than entire teams could.
I miss my Poison Trap. -
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So here is what I am thinking my final build will be. Ditched CJ/SJ and Unstoppable, and fit in Tough/Weave. This will softcap me at around 5-6 guys in Invinc, and keeps things a little bit cheaper. Ditched the extra Psi Resistance from the Imperviums. I'm mostly interested in them for the +Rec and +End anyways. :P
Villain Plan by Mids' Villain Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Brute
Primary Power Set: Stone Melee
Secondary Power Set: Invulnerability
Power Pool: Fitness
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Stone Mallet- (A) Kinetic Combat - Accuracy/Damage
- (3) Kinetic Combat - Damage/Endurance
- (3) Kinetic Combat - Damage/Recharge
- (5) Kinetic Combat - Damage/Endurance/Recharge
- (5) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (7) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Impervium Armor - Resistance
- (7) Impervium Armor - Resistance/Endurance
- (21) Steadfast Protection - Resistance/+Def 3%
- (48) Impervium Armor - Resistance/Recharge
- (50) Impervium Armor - Resistance/Endurance/Recharge
- (A) Kinetic Combat - Accuracy/Damage
- (9) Kinetic Combat - Damage/Endurance
- (9) Kinetic Combat - Damage/Recharge
- (11) Kinetic Combat - Damage/Endurance/Recharge
- (11) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (13) Mako's Bite - Accuracy/Endurance/Recharge
- (A) Impervium Armor - Resistance
- (13) Impervium Armor - Resistance/Recharge
- (15) Impervium Armor - Resistance/Endurance/Recharge
- (15) Impervium Armor - Resistance/Endurance
- (A) Doctored Wounds - Recharge
- (17) Doctored Wounds - Endurance/Recharge
- (17) Doctored Wounds - Heal/Recharge
- (19) Doctored Wounds - Heal/Endurance
- (19) Doctored Wounds - Heal
- (A) Rectified Reticle - Increased Perception
- (21) Rectified Reticle - To Hit Buff/Recharge
- (43) Recharge Reduction IO
- (50) Recharge Reduction IO
- (A) Jumping IO
- (A) Recharge Reduction IO
- (23) Recharge Reduction IO
- (A) Winter's Gift - Slow Resistance (20%)
- (A) Impervium Armor - Resistance/Endurance
- (23) Impervium Armor - Resistance/Endurance/Recharge
- (25) Impervium Armor - Resistance/Recharge
- (25) Impervium Armor - Resistance
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (27) Miracle - +Recovery
- (27) Numina's Convalescence - Heal
- (29) Regenerative Tissue - +Regeneration
- (A) Kinetic Combat - Accuracy/Damage
- (29) Kinetic Combat - Damage/Endurance
- (31) Kinetic Combat - Damage/Recharge
- (31) Kinetic Combat - Damage/Endurance/Recharge
- (31) Mako's Bite - Accuracy/Endurance/Recharge
- (33) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (A) Performance Shifter - Chance for +End
- (33) Performance Shifter - EndMod
- (33) Performance Shifter - EndMod/Accuracy
- (34) Endurance Modification IO
- (A) Absolute Amazement - Stun/Recharge
- (34) Absolute Amazement - Accuracy/Stun/Recharge
- (34) Absolute Amazement - Accuracy/Recharge
- (36) Absolute Amazement - Endurance/Stun
- (36) Absolute Amazement - Chance for ToHit Debuff
- (A) Accuracy IO
- (A) Luck of the Gambler - Defense
- (36) Luck of the Gambler - Recharge Speed
- (37) Luck of the Gambler - Defense/Endurance
- (37) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Impervium Armor - Resistance
- (37) Impervium Armor - Resistance/Endurance
- (39) Impervium Armor - Resistance/Recharge
- (39) Impervium Armor - Resistance/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (39) Luck of the Gambler - Defense/Endurance
- (40) Luck of the Gambler - Defense
- (40) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Luck of the Gambler - Defense
- (40) Luck of the Gambler - Recharge Speed
- (46) Luck of the Gambler - Defense/Endurance
- (A) Impervium Armor - Resistance
- (42) Impervium Armor - Resistance/Endurance
- (46) Impervium Armor - Resistance/Recharge
- (50) Impervium Armor - Resistance/Endurance/Recharge
- (A) Siphon Insight - ToHit Debuff
- (42) Siphon Insight - Accuracy/ToHit Debuff
- (42) Siphon Insight - Accuracy/Recharge
- (43) Siphon Insight - ToHit Debuff/Endurance/Recharge
- (43) Siphon Insight - Chance for +ToHit
- (A) Ragnarok - Chance for Knockdown
- (45) Ragnarok - Damage/Recharge
- (45) Ragnarok - Accuracy/Damage/Recharge
- (45) Ragnarok - Accuracy/Recharge
- (46) Ragnarok - Damage/Endurance
- (A) Impervium Armor - Resistance
- (48) Impervium Armor - Resistance/Endurance
- (48) Impervium Armor - Resistance/Recharge
- (A) Perfect Zinger - Chance for Psi Damage
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
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Set Bonus Totals:- 19.9% Defense(Smashing)
- 19.9% Defense(Lethal)
- 3% Defense(Fire)
- 3% Defense(Cold)
- 3% Defense(Energy)
- 3% Defense(Negative)
- 12.4% Defense(Psionic)
- 11.4% Defense(Melee)
- 3% Defense(Ranged)
- 3% Defense(AoE)
- 11.3% Max End
- 4% Enhancement(Heal)
- 47.5% Enhancement(RechargeTime)
- 57% Enhancement(Accuracy)
- 9% FlySpeed
- 146.2 HP (9.75%) HitPoints
- 9% JumpHeight
- 9% JumpSpeed
- MezResist(Immobilize) 18.2%
- MezResist(Terrorized) 2.2%
- 20% Perception
- 20.5% (0.34 End/sec) Recovery
- 42% (2.63 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 6.3% Resistance(Fire)
- 6.3% Resistance(Cold)
- 9% RunSpeed
- 2% XPDebtProtection