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Posts
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Joined
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In the choice between /Dark or /EA on a Brute I would go /Dark hands down.
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Shield is far better on a scrapper due to higher damage modifiers and buff modifiers making AAO and Shield Charge significantly more potent on a scrapper. Same goes for Lightning Rod doing significantly more damage. Furthermore pets only have a 300% dmg cap, on a brute almost all of that is eaten up by fury and enhancement value leaving no room for improvement. On a brute you will find your other aoes hitting just as hard or harder than shield charge, on a scrapper it will be your burstiest aoe.
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Brutes
SS/Fire
SS/Elec
SS/Dark
Fire/Fire
Claws/Fire
Claws/Elec
TW/Fire
TW/Elec
TW/Dark
Doms
Fire/psy
Fire/Fire
Plant/psy
Plant/Fire
Blasters
Fire/MM
Scrappers
Elec/Shield
Fire/Shield
Spines/Fire
Tankers
Fire/Fire
Trollers
Fire/Kin
Plant/Kin
Fire/Storm
Fire/Rad
Plant/Storm
Maps:
AE (hero/villain)
Liberate (TV, villain)
Battle Maiden/Warriors (Maria, hero)
Council (Unai, hero)
Demons (Unai, hero, only if you have it from before it was removed)
ITF last mission (if you feel like farming afkish with an emp) -
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Quote:I would like to see an i22 stalker-esque change as well, maybe with a slight buff (not 3x dmg) for using it out of combat.Something like that would be nice. Ideally I'd love to see them have an in-combat/out-of-combat sort of mechanic like Stalker's AS will be getting in I22.
When used while you're out of combat they work like you mentioned above. In combat however they have a 1.something animation time and have either about the same or slightly less damage as they do currently. They'd also have to be able to reduce the in-combat range to 80 (or possibly less), it's accuracy to 75%(instead of 90%), and possibly just bump it's recharge to 15 like AS. If they did that then it becomes not only a useful opener but useful in a ranged attack chain as well. -
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Interesting. I wish I could contribute to the data with any of my toons, but they all have t4 cimeroran core and they all have t4 reactive radial. >_>
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Just as an fyi, Ill list AT dmg modifiers.
AT/ /Melee/ /Ranged/ /Cap
By melee:
Scrap/ /1.125/ /0.5/ /500%
Dom/ /1.05/ /0.95/ /400%
Blaster/ /1.0/ /1.125/ /500%
Stalker/ /1.0/ /0.6/ /500%
Tanker/ /0.8/ /0.5/ /400%
Brute/ /0.75/ /0.5/ /775%
Corr/ /0.75/ /0.75/ /500%
Def/ /0.55/ /0.65/ /400%
Troller/ /0.55/ /0.55/ /400%
MM/ /0.55/ /0.55/ /400%
By range:
Blaster/ /1.0/ /1.125/ /500%
Dom/ /1.05/ /0.95/ /400%
Corr/ /0.75/ /0.75/ /500%
Def/ /0.55/ /0.65/ /400%
Stalker/ /1.0/ /0.6/ /500%
Troller/ /0.55/ /0.55/ /400%
MM/ /0.55/ /0.55/ /400%
Scrap/ /1.125/ /0.5/ /500%
Tanker/ /0.8/ /0.5/ /400%
Brute/ /0.75/ /0.5/ /775%
If you think their damage modifier should be increased, by how much should it be increased (if at all)? -
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Might buy: Female Shoulders, Gloves, and Boots on the gray costume example, and Female shoulders on the red costume example.
Probably won't buy: Female Skirt on gray costume example.
Definitely won't buy: everything else.
The male costume set just looks really bland to me. -
Quote:buff/debuff values are around 20-30% stronger depending on power, per AT mods, not double.i personally like using my time/fire/soul defender, buff/debuff values are like double what they are on a corr and fire is pretty high dmg
with some IOs slotted i can get perma chrono shift for about 210-240% rech and i perma have around 50% def to everything
Furthermore, the -regen isn't any better on a defender, the +rchg, +end, and +recov in chronoshift arent any better on a defender, temporal selection on a defender only has better +dmg, the +regen and +rchg are the same on both ATs, the higher defense isn't that big since you can still easily softcap to everything on a corr and hit effective incarnate softcap with time's juncture on a corr, and you're going to be slowing down everything to a crawl on either AT.
The biggest things time defenders have over time corrs is higher heal numbers and -7.5% more -res on slowed response. Whereas corrs will be doing overall more damage, have a higher damage cap, and have triple scourge rain of fire. -
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Quote:Maybe I should have said in my initial post, but I'd also like a reason why Fire and Soul ?
Quote:Fire/ because it's awesome. Pretty much the best blast set.
/Soul for Power Boost, primarily, to be used with Farsight for incredible defense. Power Build Up in Power Mastery lets you do basically the same thing, if you don't have patron pools, or want Conserve Power.
Time isn't a very offensive secondary, fire really helps out where time manipulation lacks in offensive prowess (in comparison to secondaries like cold, kin, storm, and rad).
Time is very defensive. It's not very hard to build for 45% defense to M/R/A and also have the tohit debuff from time's juncture on top to cushion defense debuffs as well as having a great self heal. Naturally with all of this it doesn't need alot of the defensive utility that alot of blast sets bring (like the tohit debuffs and healing in dark, or the end drains in elec or the stuns in rad, or kb in energy, etc) to be incredibly survivable, so fire is a natural fit.
Time's Juncture and Distortion Field synergize with Rain of Fire quite well keeping enemies within RoF.
Soul Mastery lets you powerboost your farsight to easily reach softcap defenses. It also affects the healing in Temporal Mending and Chrono Shift and Time's Juncture's Debuffs among other things. Powerboost recharges twice as fast as Power Mastery's PBU so you can use it alot more frequently to boost many of time's powers in addition to farsight, whereas if you went with PBU it would mainly be used just for farsight but has the additional affect of giving a 68% dmg buff, while nice is also cut by the animation time of farsight.
Soul Mastery also gives you Soul Drain which can be active 50% of the time. Typically you will get more mileage out of soul drain's damage buff than you would from the damage buff in PBU.
Soul Mastery's shield is also a bit better than Power Mastery. While Temp Invul gives about 3% more S/L resist, Dark Embrace gives 17% Negative and Toxic resistance. -
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Quote:Double Mire Quasar was never and isn't the best nuke in the game, it's not even close.In old days double mire quasar (and i guess it still is) was best nuke in the game.
Aim+BU with any blaster crash nuke does more.
Aim+BU with blaster inferno does nearly double.
Aim+BU with non crash blaster nukes (RoA, Overcharge) do almost as much damage
Aim'd Corruptor Inferno does almost as much damage
Damage capped Corr Inferno does almost double damage (fulcrum shift)
Daamge capped corruptor crash nukes do more damage
Aim+corr corr crash nukes does more damage @ -30% resistance (sleet, FR, Radiation, etc)
I could go on. -
This. You don't need burnout to get Creeper's duration to be greater than it's recharge, it's perma-able but you can't stack it. It overwrites it just like most other pets do.
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Quote:On my ss/fire I use t4 core spiritual and t4 core Ageless when solo for max recharge and by extension damage and still being sustainable. When doing teams/trials I switch to Barrier, Clarion, or Rebirth depending on what the team needs most. Ageless is great as a self buff if you're building around it, however most other people won't benefit alot from it compared to other destiny buffs because most people will have a solid attack chain and be sustainable with out it. For example on BAF and UGT I switch to clarion for confuse protection or for MoM I will switch to Rebirth to combat the high amounts of aoe damage on the trial. When running Clarion, Rebirth, or Barrier I switch to Vigor Alpha to keep myself end sustainable although Cardiac is also an option here.
Now the question is, which Alpha should I go for? Fury makes me want to skip Musculature. (T4 Musculature adds a whopping 19 dmg to footstomp. Whoop dee doo.) I don't need the Spiritual recharge anymore. Should I get Cardiac to help with End usage? T4 Cardiac would drop FSs cost to 10 end.
Quote:I'm guessing due to the PbAoE nature of this AT, Void would be a good choice for Judgement? Or is Ion still #1 for everything?
Quote:Here's the updated build: -
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Breaking up oblit sets for the ATOs is a bad idea as the 4th, 5th, and 6th set bonuses of obliteration are quite valuable. Replace KCs for ATOs instead.
Put the armaggedons in Foot Stomp, theyre wasted in RotP, additionally you want a forcefeedback proc in foot stomp.
Pick up Gloom and Dark Obliteration, they are staples in both ST and AoE dmg for an ss/fire. Slot with 5 Apocs and 5 Posi Blasts respectively.
+regen proc in health isn't really helping you, if you really want more +regen a simple Numina: heal IO will give you more.
Put 5 Doc Wounds in Healing Flames.
Add another slot to Fiery Embrace.
The Cyto in Weave is only adding 0.2 def.
Drop Hurl, Gloom is better.
CJ is overslotted.
Temp Protection is overslotted.
Consume is overslotted unless you switch the endmod IOs to taunt IOs for rchg and s/l defense. Even with taunt IOs consume will still give you a full bar of end with 4-5 targets, this is even more important if you're going Ageless.
Kick can be muled with KCs or ATOs or you can switch it to Boxing and slot it with 5 Absolute Amazements if you have slots.
Drop a slot out of hasten, FF proc will keep it perma.
6th slot in burn for s/l defense. -
Quote:KoB is a better place for KCs than haymaker, KoB is just as much a set mule as haymaker is by that logic.I don't necessarily mean it as an insult. I'm not going to take an attack and toss less than 5 slots at it. Simply, if you're going after something like typed soft-cap, the attack itself is more valuable for the 4 Kinetic Combats than for the actual damage output.
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Haymaker is more important that just a set mule. It is a staple part of any SS attack chain. Ideally, it's also where you would want your hecatomb set.
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Quote:There is precedent for objection. Energy Manipulation's Total Focus used to be mag 4. It was nerfed to mag 3 because the devs felt blasters shouldnt have burst mezzing that is stronger than that of controllers.Blasters are not entirely strangers to mez effects. We have powers like Freeze Ray, Bitter Freeze Ray, Tesla Cage, Stunning Shot, Dark Pit, Ice Patch, The various immobilizes, and so on. IF a nuke has a mez effect already... there's no logical reason to object to upping its mag to mag 4 just to improve the chances of survival when bosses are in the spawn. It's not going to turn them into doms or controllers. It's taking what the power does already and just making it a little stronger.
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[QUOTE=Kyriani;4132531]Fair enough
Quote:The point should be to balance blasters with other ATs, not make them carbon copies of every other AT.Why not? The whole point I was trying to make is that EVERY OTHER AT has gotten to take some slices from the "damage" pie. It's about time Blasters were allowed a few pieces of the mez/survival pies.
Quote:Blasters are already out of balance IMO. Blaster nukes should be different from the other AT's versions because of it.
Quote:So what? Again EVERY OTHER AT has gotten to take some slices from the "damage" pie. It's about time Blasters were allowed a few pieces of the mez/survival pies. It's also not like you can use your nuke all the time.
Quote:I can't say I agree with anything you said there. Fire can have mez or debuffs without anything being gutted. The mez/debuff doesnt have to be hard controls like stuns it could just as easily be -tohit debuffs. Assuming the damage would be gutted is silly. The point is to improve blasters not trade their dmg for other stuff.
Quote:Taser having a longer range makes it far more reliable and safer as a mez tool. There is no balance reason not to improve its range.
From wikipedia:
The Taser fires two small dart-like electrodes, which stay connected to the main unit by conductive wire as they are propelled by small compressed nitrogen charges similar to some air gun or paintball marker propellants[clarification needed]. The air cartridge contains a pair of electrodes and propellant for a single shot and is replaced after each use. There are a number of cartridges designated by range, with the maximum at 35 feet (10.6 m).[21] Cartridges available to non-law enforcement consumers are limited to 15 feet (4.5 m).[22] The electrodes are pointed to penetrate clothing and barbed to prevent removal once in place. Earlier Taser models had difficulty in penetrating thick clothing, but newer versions (X26, C2) use a "shaped pulse" that increases effectiveness in the presence of barriers.[23]
Emphasis in bold, a taser isn't a long range device. Originally taser was a melee power, it was buffed to a quite reasonable range.
Quote:Giving burn stun and sleep protection is HARDLY overpowered. And it also gives a piece of that "survival" pie I mentioned twice now. Blasters NEED to start getting some stuff from those other pies if they want to be balanced. These buffs aren't going to make Blasters invincible... only slightly less fragile.
2) Giving mez protection to a single secondary messes with balance between sets in ATs. Fire manipulation is balanced by having the highest dps output, giving it strong mez protection doesnt make sense. Balance within an AT is just as important as balance between multiple ATs.
Quote:Giving blasters "more damage" and not giving anything to mez/survivability is the wrong way to go. Cause you're just giving blasters what they already have while everyone else is getting what blasters have. It's time blasters get a taste of what everyone else has. Its time to give the notion of "lotsa dmg no survivability" the old heave ho cause frankly no matter how big your numbers might be on paper they are always ZERO if you are dead.