Eva Destruction

Renowned
  • Posts

    3975
  • Joined

  1. Quote:
    Originally Posted by Blood_Beret View Post
    Do you mean 6/15? 6/8 was last weak? I don't remember reading anything about AV scaling last week.
    It was put in the last patch, but missed the patch notes. Some people were understandably upset about this. I was not aware the scaling had been changed until I read two posts from people who had used Adamastor in a non-exploitative way (scaled down to the 20s or 30s, where he can still be a threat).

    Simply disallowing high-level AVs to be scaled down to ANY level, even at a point where they are still a threat, is again a ham-fisted overly harsh fix that again unfairly punishes legitimate arcs. The problem was with people farming Adamastor at level 1, because he is wimpy for an AV, and because AVs in general don't scale well to level 1.

    EBs give the same XP as a boss, don't they? So what would be the point in farming them? Flagging scaled-down AVs to always be EBs seems like a good solution to me. Or, just prevent them from scaling down into the extreme low end. Set a minimum level to which AVs are allowed to scale down, one where their damage and regen/HP is comparable to a standard AV of that level, and don't allow them to go any lower. There are no dev-created AVs below level 10, why should there be in AE? Or, fix how they scale, so when a team of level 5s walks into their Adamastor farm they get footstomped into oblivion.
  2. Quote:
    Originally Posted by ketch View Post
    Hideous, I'll grant you. Useless? Perhaps if you're softcapped to all positions or all types. If not, they're still helping plug up some defensive hole.
    Yes, I am referring exactly to being softcapped to all positions. For some reason my /SR Scrapper is always the one who ends up on teams with Colds. I don't tell them not to buff me because I realize that for some people remembering who to skip is a pain, but I do not need the shields in that case, and I wish I could just dismiss them.
  3. Quote:
    Originally Posted by Westley View Post
    The existence of Blappers are the reason why Blasters are infamous for dying all the time. The secondary powers, including the melee powers, are "designed" for the Blaster's personal DEFENSE, not offense.
    The existence of incompetent aggro-magnets is the reason why Blasters are infamous for dying all the time. The Blapper playstyle requires a basic knowledge of game mechanics, which the "I'ma gonna open with Fireball, hey watch this....HEAL MEHsssssssssss" *splat* crowd seems to lack.

    Other people have already given a myriad of reasons why your second statement is wrong.
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    Combined with the fact that Full Auto may well be the weakest, most limited of Blaster T9 powers, and "the lack of decent powers" kills the set for me.
    Most limited? I would have to argue the opposite; it's the second-most useful Blaster T9 power. I can use it whenever. I can get the recharge down to where it's available every spawn. If I miss a guy, I can immediately shoot him with my other powers without worrying about having blues handy. I don't have to jump into the middle of a spawn to use it.

    If you think of it as a nuke, then yeah, it sucks. It isn't a nuke. Just because all the other Blaster sets get nukes for their tier 9 doesn't make Full Auto and Rain of Arrows nukes. Treating it like one is like expecting Rise of the Phoenix to save your skin. It breaks the pattern of the AT, and should be treated accordingly.

    The only thing that Full Auto needs is a 16-target cap. Nukes break the PBAoE target cap rules, why can't Full Auto break the cone rules as well? I wouldn't mind Flamethrower getting a 16-target cap as well, just to buff the set as a whole a little more.
  5. Quote:
    Originally Posted by Bill Z Bubba View Post
    I'd consider it a proper retaliation for ruining other people's fun. Regardless of the fact that I will continue hoping that the devs get an option added like the Team TP option, and regardless of the fact that this is nothing more than annoyance and thus not game breaking, I would like to publicly state the following to all those that pushed to get the popup turned back on:

    Fark you, you inconsiderate farks.
    Well Frel you too. See, I can fake swear too!

    (Actually I agree with you, this thread just made me want to fake swear at somebody and you started it.)

    Quote:
    Originally Posted by Oedipus_Tex View Post
    I didn't read much of the thread. Just wanted to say this:

    Remove the prompt. Make all buffs dismissible by right clicking their icon and selecting "Dismiss." Only powers that grant all benefits can be dismissed. You cannot dismiss, for example, Rage crash.
    Can I get rid of the hideous and distracting and sometimes useless Cold shields? Please?

    This actually seems like the best solution to all the buff whining.

    Quote:
    Originally Posted by Arcanaville View Post
    Code:
    Bill Z Bubba would like to buff your Sociopathy attribute.
    Do you Accept?
    
    $@#% You          (!$& Off
    
    Time remaining: haven't got all day ^#&%-wit
    I'm running at the Sociopathy cap already, don't waste your buff on me.

    And as for why I want the prompt, and especially that frelling rooting animation removed, I tend to team with...well, they're my in-game friends, and they're nice people, but sometimes they just do. not. get. simple gameplay concepts like "I'm actually paying attention to the fight to keep your Mystic Fortuning butt alive, so SAVE YOUR LAME BUFF AND DO SOMETHING USEFUL."
  6. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Personally I think providing a better inf to prestige conversion rate would make it a better inf sink since people are more likely to go for 100:1 or 50:1 (or maybe even as low as 10:1) instead of the current 500:1.

    Heck, based on Fulmen's work a lot of people are willing to go 250:1.
    A better conversion ratio would make an awesome inf sink, and here's why:

    IT'S OPTIONAL.

    If you want a big fancy base NAO you can spend a bunch of inf, but if you're willing to start small and build up as you can afford it, there's still the old-fashioned way.
  7. Quote:
    Originally Posted by Electric-Knight View Post
    So... Power Customization has saved a lot of powersets for me!
    Cloak of Darkness.

    That is all.

    And as for actually contributing something ON TOPIC, Granite and Rooted ensure I will never play Stone Armor. Oh sure, it can be played without Granite, and you can make it look kinda cool with power customization, but Rooted is soooooo slooooooow. And you can't jump.

    Ice Shields too. I despise the look, even if they're customized to be as unobtrusive as possible. If we had the option to decline buffs, the Cold shields are the only ones I would decline. I actually find them distracting.
  8. Quote:
    Originally Posted by Oedipus_Tex View Post
    - Any Confusion power
    I would add fear as well, since many melee sets don't have protection against it. Those powers can last quite a while.
    Quote:
    - Shield Charge and other hard hitting ranged AoEs in general (choose cones over radial AoEs if you must include them so that teams can at least hope to keep the AV attacking the tank)
    Most AVs have a PBAoE, and forcing squishier teammates to avoid it is part of the challenge. Giving them too many AoEs however is bad.

    Quote:
    - Phalanx Fighting and anything else that grants bonuses based on the number of enemies surrounding the AV, which simply penalizes melee and pet heavy teams
    Phalanx Fighting gets buffed by teammates. At least for players it does, not sure how it works for critters. However, you might want to avoid Invincibility, and you definitely want to avoid Rise to the Challenge.

    Quote:
    If you want some of these kinds of effects but dont want to make them OP'ed, a suitable alternative is to have the AV summon waves of weaker enemies to help him. That way the powers are part of the fight but the enemies can be disabled/defeated.
    If you're going to use ambushes, have them say something, so players have a warning. Consider having the AV say something when he summons the ambush as well. Nothing worse than whittling a tough AV down to 1/4 HP and getting wiped by the ambush. By the time everybody gets back from the hospital...guess what, he's at full health again.
  9. Quote:
    Originally Posted by DevilYouKnow View Post
    Sure, I know that. I built my base the same way you did. I supplied all the salvage and even converted some inf to prestige at the ruinous rate. It took 6 months of active play by 3 players to get the base where it is now. It will take another 3 months to ge t enough to upgrade the plot.
    Ok I get it now. You have a small SG and want a big SG's base.

    Small SGs are supposed to have--get this--small bases. That's why we got all kinds of starter items and stuff, so you could have something. Big bases are for big SGs.

    And I don't care if it's 30 million or 1 million, it's my inf and I'm spending it on me. The current system allows me, and everyone else, to contribute to the group without giving up a dime.
  10. I don't know what your SGs are like, but most members of my SG are 1: completely ignorant of what base stuff costs, and 2: always broke. So we insist that everyone run in SG mode until 25, that way everyone contributes, and we have all the prestige we need without inconveniencing anyone.

    Guess who's already paying for all the salvage needed to craft stuff? Yup, the base builder. Namely, me. That's enough of an inconvenience, I don't need another one.
  11. I have done Ghost Widow on my DM/SD...it was the longest AV fight I've ever had, and I'm aware I got very very lucky not to be hit with her hold. Part of what made it take so long was the Arachnos group that spawned with her, it was full of Tarantula Mistresses, so I ended up having to kill them all and ended up spending most of the fight fight with only a single Mu Adept for fodder...and I have some end problems on that toon, so I had to slow down my attacks at some points.

    The Kronos Titan was pretty tough too, that laser blast it has ticks for 200+ damage, and you only have 90 minutes to go back for retries and the Malta death squad ambushes can get you killed dead pretty fast.
  12. Eva Destruction

    Bad Team Bingo

    All good Scrappers are suicidal. Some of them are just better at dying than others.
  13. Quote:
    Originally Posted by Arcanaville View Post
    Web Grenade/Caltrops + Ignite. For some reason I don't recall anyone really harping on Ignite until I mentioned a couple years ago that Ignite has scale 5.0 intrinsic damage. Its smaller, but makes Burn look like Power Push.

    People don't like it because of its long cast time, but Ignite deals a ridiculous amount of damage if you can just keep the target from running out of it. Like, Nova levels of damage.
    I don't recall you specifically mentioning anything about Ignite, but I do recall the sudden turnaround in opinion on the power a few years back. One of the happiest moments of my AR teaming career was the day I discovered that Taunt overrides the avoid effect.

    Then came the sad day the Devs realized that too and increased the recharge.

    Quote:
    Originally Posted by SpittingTrashcan View Post
    The funny part is that as far as I can tell, Defender Ignite uses the same pet and deals the same damage. Application on a Traps/AR is left to the reader, but probably ends with AVs burned at the stake.
    Scourge.......scourge.....scourge..scourge scourge scourge scourge.

    Quote:
    Originally Posted by DKellis View Post
    My main problem with Blasters can be summed up as "if I miss, I die". The margin for error is a lot slimmer than any other AT I've tried except for Stalkers and Kheldians.
    Isn't it AWESOME?

    That may be the problem. Blasters are NOT a safe AT to solo, ever.* They aren't particularly safe on teams either, unless you can rely on your teammates to be on the ball, all the time. If you don't like the high-risk playstyle, the AT might not be for you.

    Incidentally, after playing Blasters so much my first Scrapper to 50 was /regen (if I misclick I die) and then I had a stupid amount of fun with /SR (if the RNG gods aren't appeased by my sacrifice of a billion zillion Rikti I die).

    *With the possible exception of Sonic/Energy. Seriously, Siren's Song is practically cheating. At that point you're soloing like a Dom who kills faster.
  14. The point isn't whether or not the OP can solo the Elite Boss, the point is whether or not the OP wants to. Obviously he doesn't. If the Elite Boss had shown up in a regular arc he could have auto-completed the mission, or asked for help, but in an Ouroboros arc his options are 1: drop the arc, 2: solo the Elite Boss.

    "Look it up on ParagonWiki" is not an acceptable solution. Third-party resources are not required to play the game.

    "Get a Shivan," "change your difficulty," etc etc, are all based on the assumption that the OP actually wants to solo the Elite Boss. He doesn't.

    "Not every AT can solo everything:" You just argued the OP's point.

    Ultimately, adding EB warnings to the beginning of flashback missions hurts no one. Those of you who can solo anything can ignore them, so any arguments against them can be translated as "learn2ply n00b" and treated accordingly.
  15. It's such an obvious storytelling mechanic: take escort to blinky, blinky becomes active and starts blinking, you click it. Simple right? Set the blinky to become active when escort completes, and voila. The blinky is already there, just not active, so you have a place to take the escort to....

    Well that was the theory, and it worked last week. Now it doesn't. Did the last patch break something? I played a few published arcs that had this mechanic: blinky is greyed out until you take the escort to it, then you can click. Am I setting it up wrong? Or did the patch cause yet more collateral damage to AE?
  16. We did get an increase in file size. We also got the ability to tweak custom mob difficulty to be exactly where you want it.

    I remember playing this back in the day, it was quite funny. I'll agree though, it probably hasn't aged well and could stand to be updated. I'll definitely be replaying it when/if it is.
  17. Quote:
    Originally Posted by Arcanaville View Post
    The last I checked Thunderstrike had a 50% chance to stun and a 100% chance to knockback the target, and an additional 80% chance to knockback surrounding targets.
    Once again Arcanaville saves me from having to actually look stuff up.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Well, if you say so. Going off what players have said, however, a lot feel completely the opposite - that Blaster secondaries are supposed to provide support mostly and only, and that Devices was the only true Blaster secondary. I've also heard plenty of people claim that the point of Blaster secondaries is to keep you away from melee range. And while Castle is probably right, you can't deny that we were pretty much told back in the old days that Blasters were supposed to stay out of melee range. Wasn't it Jack who talked about range as defence?
    Jack talked about a lot of things that are no longer true, and some things that never were. Those Nemesis snipers who nailed me from across the map agree with him though. Range is a defense....for them.

    I think a lot of the old "Blasters should stay out of melee range" mentality was a holdover form the days of "City of Smoke Grenades." Somewhere around i5 or i6 the Blapper mentality started becoming more prominent. We got better at playing Blasters, we got to know what they could do, we got more survivability to go with it, and more people started getting addicted to the high-risk, high-reward melee Blaster playstyle.

    One of my favorite forum quotes of all time came from the early days of the Blapper era, it went something like this: "Any fool can rush into battle wearing full plate armor. It takes a special kind of fool to rush in wearing only gasoline-soaked tissue paper for protection. I am that fool."
    Quote:

    I will admit that I didn't actually check that, on account of there being no really good numbers for the power that I can check thanks to how it's set up. However, I was going from experience, and Thunder Strike simply didn't feel like it was reliably knocking my enemies back when I used it. At all. Could be a case of "they nerfed accuracy" perception, but I actually think it has to do with its cast time. I tend to be REALLY apprehensive of using slow melee attacks on Blasters, on account of me dying mid-way a lot of the time.
    Slow melee attacks on Blasters is why kiting was invented.

    Quote:
    It comes down to two things: One is that cones are scaled to 2.5 enemies, but AoEs are scaled to around 3.5, which means four. That, and Tenacious seemed to spawn a single +1 lieutenant almost half the time, and two +1 lieutenants most of the rest of the time. Or a single boss by himself. I played an AR/Dev Blaster that way, and it SUUUCKED! Never going back to that, even if it means dying a lot.
    The old Tenacious and Unyielding difficulty settings were rather wonky for a while there, but I'm finding that now on +0/x4 and +0/x6 I'm getting mostly large groups of minions with a few lieutenants thrown in, and an occasional boss.

    We can all agree that AR's single-target damage sucks, no?

    Quote:
    In fact, you know what the funny part is? I complained about this. I asked for an option to force enemies to spawn at mission level, so if I picked -1 they'd all be -1. You know what people told me? "If you can't play at -1x3, then you suck. lrn2ply. I can solo +12x10." So, yeah... I was given the impression -1x3 was embarrassingly easy for ANYTHING.
    The proper response to this is: "You play your way, I'll play mine. The new difficulty settings were designed to accommodate my playstyle as well as yours, so STFU."

    Quote:
    On EBs, I agree. That's the time when you kind of need them, plus EBs are pretty rare. For toe-bombing, though... I'd say Time Bomb is better.
    Trip Mine is up every spawn, you run in, you set it, it asplodes, you time your AoE right and hit them all before they go flying, lots of dead stuff, profit.
  18. Quote:
    Originally Posted by Electric-Knight View Post
    As a life-long Electric/Electric/Electric Blaster...

    I never took Voltaic Sentinel.
    I've been meaning to make a second build with it, but... have slacked on doing that.

    It seems like a great power (When thought of as an attack, like mentioned earlier)... It was more of a thematic exclusion on my part, plus I wasn't convinced I would have liked it at the time.
    Or it could be a great aggro magnet that will get you killed. I've seen it happen often enough to not take the power, and with Elec/Elec it's not like you're short on attacks.

    Quote:
    No worries... E3s are just the love of my life and all, so I needed to let that out.
    You should. Love the Blaster, the Blaster is your friend.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Two questions. One, if endurance can be mitigated with all that, then why can't health. Two, are we talking about the same set? Energy Manipulation does not have an auto-hit endurance recovery power. It has Conserve Power, yes, but that really doesn't do terribly much overall.
    You were talking about the high end cost of Shocking Grasp or something. Which comes in a set with Power Sink, which is awesome.

    Health can be mitigated with inspirations and pool powers. You can't slot for "hurt me less." You can take the APP shields, which will help, you can get IOs for defense, but the only thing you can do once you are actually hurt is pop a green, or use Aid Self. You can use IOs to get +regen but on a Blaster that mostly serves to reduce downtime. Whereas you can slot to use less end, or recover it faster.
    Quote:
    And you do? So you're saying that Thunder Strike, the power which has a low chance for AoE knockback and even lower for AoE stun, should blip on the radar of mitigation? If you count that, you might as well count the stun chance in Thunder Kick, and I simply wouldn't. It's not a question of what I use it as, it's a question of what it's useful for, and mitigation is really not something that it's useful for. Lightning Clap, yes. That I agree on. Reliable stun, large area of effect, reliable knockback. But Thunder Strike? You might as well call Power Bolt mitigation. And it really isn't.
    Thunderstrike has a low chance for AoE knockback now?

    Quote:
    I DIDN'T crank up my difficulty. I REDUCED it. I'm playing at -1, and already people are insulting me for being TOO WEAK. In fact, my difficulty is -1x3. What would you suggest I make it? -1x1? I'm not facing bosses, most of the stuff I face is one level below me and it makes for good use of AoE powers that usually went unused on the old Tenacious difficulty, which spawned much deadlier situations, by the way.
    AoEs are balanced around three enemies, so you still get good use out of them on Tenacious, and increasing the number of enemies just increases incoming damage even if they are a level lower. You'd probably be better off going back to Tenacious. I found Rugged was often easier than Tenacious, even with my AoE Blasters, since the incoming damage was less.

    Quote:
    Maybe we're operating on a different time scale here. How much time do you tend to devote to laying down trip mines? Or do you toe-bomb with them?
    I mostly use them to toe-bomb for giggles, or for EBs. If it's an EB, all the time in the world is worth watching them asplode My /dev also has Hasten, Trip mines slotted up for recharge and decent global recharge bonuses though (as did my /traps before her, who taught me the sweetness of watching EBs asplode), so I can get more mines down faster.

    On a team they are completely useless and relying on them would be super slow, but dammit, they are FUN sometimes.
  19. Quote:
    Originally Posted by Samuel_Tow View Post
    Total Focus deals 197.97 points of damage and costs 18.51 endurance points, giving it an efficiency of around 10.694 points of damage to the endurance point used. Shocking Grasp deals 101.16 points of damage and costs 18.2 points of endurance, giving it an efficiency of only 5.558, or roughly that of Fireball, only fireball hits multiple targets and tends to generate multiple times that efficiency.
    Ok, I'll admit I don't really factor in end costs when I'm playing a set that has an auto-hit end recovery power with a fast recharge. Powers that fire off fast = me not dead. Powers that fire off slowly but don't cost as much end = me dead with a full blue bar. End costs can be mitigated with inspirations, IOs, SO slotting, and recovery powers. Activation times are set.

    Quote:
    I should have a spreadsheet for a Fire/Fire/Pyre Blaster somewhere, but I don't think I have access to it here. Never mind, found it. And it sucks. Don't have "per activation" stats on it, but I can already tell that Fire Sword Circle's endurance efficiency is less than half that of Fire Sword and its DPS is between a third and half of that of Fire Sword. Doesn't look good if you care about endurance.
    Fire Sword Circle is also an AoE, which Fire Sword is not. Hence, why I compared it to another AoE.
    Quote:
    I wouldn't count Thunder Strike as mitigation, because it isn't. It has a chance for knockback and its damage on the AoE scale is laugable. It may stun, but it only stuns what you hit.
    Ok I get it. If you don't use it as mitigation it isn't mitigation.

    I hereby propose we stop treating all the Blaster immobilizes as mitigation. After all, I don't use most of them as mitigation after level 20 or so, therefore they don't count as mitigation.
    Quote:
    Yeah... Every one of Siege's minions, lieutenants and bosses has Power Burst. Every one of them. That's what they open with. And when I'm facing a spawn of around 8 minions and 2 lieutenants, I very much AM on the receiving end of ten Power Bursts. Seriously, go fight them yourself and you'll see what I mean.
    Then WHY THE HELL are you facing spawns of 8 minions and 2 lieutenants? Just because you CAN crank up your difficulty doesn't mean you HAVE TO.

    Quote:
    And I actually don't know what Defenders and Controllers could survive. I don't think they would, but people are constantly beating their chests about how they're tanking 8-man spawns on their Controllers and Defenders, so I figure there must be something to it.
    Yeah, and I can tank Malta on +4x8 on my Scrapper. Therefore all Scrappers must be able to do so, even those with SOs and concept builds.

    Oh, did I mention that I spent a lot of inf to get that Scrapper to that point? Yeah, I'm sure a lot of those Controllers and Defenders forget to mention that too. Just like those Blasters who make those videos.

    Quote:
    Originally Posted by SpittingTrashcan View Post
    Okay.
    The exception is /Dev Blasters, which are basically /Traps corrs - without all the good things about /Traps corrs. Yeah, I said it.
    Well, they do get higher base damage, and Defiance, and....um....ok you got me. /Traps just served to show those who still doubted how much /Dev needs a buff. If it wasn't for those sweet, sweet Tripmines...oh sweet little Tripmines, how I love thee....I would have dropped the set long ago. Now I have one at 50 though, so I can join the chorus: BUFF /DEVICES!
  20. Quote:
    Originally Posted by Rigel_Kent View Post
    In-mission dialogue rather than contact monologue reduces the need for loading screens. Clues and detail completion messages are just as good as in-mission dialogue.
    Clues are good. Anything else can be easily missed in the middle of a fight, especially detail completion text, which only shows up for the person who actually completes the detail, if a team is running the mission.

    Quote:
    Roll yourself a low level petless mastermind to handicap your skill as a veteran player and your knowledge as the mission's designer. Your petless MM should need 15 minutes max to do a stealthy solo speedrun of each mission at +0 level. If mission #1 is nicely trimmed down but you can't fit any more plot into 15 minutes, find a natural plot break to do a change of scenery, begin building mission #2, and repeat the process.
    Go run a Malta mission with a low level petless MM and tell me how you do.

    Your arc needs to be exactly as long as it needs to be. If you need five missions, you need five missions. If you CAN do it in three, you should do it in three.

    Things to avoid:
    • Missions that are essentially repeats of previous missions. In Dev-created content the bad guys split all their important information up into three separate warehouses. AE bad guys are lazy, and keep all the important information in one warehouse.
    • Glorified paper missions. Defeating a single boss or grabbing a single blinky doesn't merit its own mission. AE bad guys are lazy, remember? They are also social animals, and the bosses hang out in the same warehouse even if they hate each other.
    • Insanely convoluted plots. You have five missions tops. You are not going to be able to recreate World Wide Red in all its convolutedness in five missions. You might be able to get all the basics in, but some of the intricacies of such a convoluted plot would be lost. AE bad guys aren't that good at multitasking either. Keep your plot reasonably simple. If you can't describe the plot in a single sentence, it's probably too complicated.
    • Forced backtracking: Ideally, a player should only have to run through the map once. If you're using chained objectives, choose a linear map, and remember that the "middle" area is often most of the map. If you stick to Front > Middle > Back chains there is still a chance the player might miss something and have to backtrack, but the chance is much less than if you have three "middle" objectives chaining off each other. If you must force the player to backtrack, add new objectives chaining off the event that forces the backtrack, to make the trip back interesting, for example, patrols and bosses that only spawn after the escortee is rescued and that the player encounters while leading them out.
    • Wall of Text: Where possible, split up information between contact dialogue and in-mission clues. If a large amount of information must be conveyed at once, paragraphs are your friends.
    • "But I Really Like This:" Boss, map, enemy group, mission, NPC, whatever. If you really like it but it doesn't add to the story, cut it.
  21. I'm going to go for the obvious and mention "Vigilante" by Frontline Assembly.

    http://www.youtube.com/watch?v=Ge6hGCgliP4 NSFW: Contains a naughty word.
  22. Quote:
    Originally Posted by FunstuffofDoom View Post
    Shield Defense, Ninjutsu and Super Reflexes all have mez protection that's not a toggle, but a click. Not only is it not perma until SOs, but what's the point any more? Back in the day, it made perfect sense. It had to be reapplied, but it couldn't be de-toggled. Nowadays, when mez protection doesn't detoggle, it's just a gimped power, methinks.
    You're not constantly using up endurance running another toggle. That makes it worth remembering to click to me.

    Quote:
    Originally Posted by Samuel_Tow View Post
    It's true that Blasters not using melee attacks are seriously missing out. It's also true that Blasters STAYING in melee are seriously dead. Unless you invest in some serious Inventions or abuse your inspirations, you're dead, and once you start taking that as a baseline, then the other ATs become ten times stronger with the same base. If Blasters need crutches to perform what at what should be baseline, either that's the wrong way to play them, or they're underpowered.
    How does one abuse inspirations, exactly? They drop so you can use them. Careful management of inspirations =/= abuse.

    Quote:
    You're counting a lot of things here that you shouldn't be. First of all, I don't recall saying that what Blasters lack is high-level melee POWERS, but rather high-level melee ATTACKS, and that's true. Total Focus is the only real one, and Shocking Grasp is about a half-way attack in terms of investment efficiency and stupid-long DoT.
    One-second activation and a hold that can stack with holds from your primary and your APP make the stupid-long DoT worth it.

    Quote:
    Furthermore, you're counting a LOT of things as melee range that actually aren't. Specifically, PBAoE attacks ARE NOT MELEE, not unless you want to Nova as a melee attack, which it honestly isn't. Off memory, things like Lightning Clap, Combustion, World of Confusion and TIME BOMB are not melee range at all. Melee Range is defined as 7 feet away from your character, which damage auras like Blazing Aura ARE, but control powers like Frozen Aura ARE NOT. Hell, even Hot Feet is more than that.
    You fire off a power, it roots you, the enemy takes a step forward and melees you. Might as well be melee range.

    Quote:
    Isn't melee range at all. I don't know about you, but I don't tend to drop my Ice Patch at the feet of my enemies. I drop it around a corner I expect them to come around, and then back out of it so they can't swing at me in-between bounces.
    It is still a PBAoE, regardless of how you, personally use it.

    Quote:
    Seriously, what powers require you to STAY in melee range? More to point, what powers beyond Blazing Aura, Lightning Field, Chilling Embrace, World of Confusion and the like? In fact, let's do a bit of number-crunching to see why damage auras LOOK like a good investment, but actually aren't. Let's compare Fireball to Blazing Aura.
    Didn't you just say World of Confusion wasn't melee range? Now I'm confused.

    Quote:
    Mental Manipulation has Mind Probe, Telekinetic Thrust, Scream and Psychic Shockwave, and I actually see Psychic Shockwave as the equivalent of Total Focus, a T9 attack that's out of norm. I have a bit of a hard time counting Scream, as that's a power which should have been in the PRIMARY (it's a Psychic Blast power), but somehow migrated in the secondary when they were proliferating, once again proving that what goes in the secondary is "whatever powers are left lying around."
    Ok, so Mental Manipulation has a bunch of powers that do damage but they don't count as powers that do damage? Must be that World of Confusion aura going off again, because now I'm very confused.

    Quote:
    Electric Manipulation... OK, I'll give you that. It has Charged Brawl, Havoc Punch, Thunder Strike and Shocking Grasp, which while not a very efficient attack, is still very much an attack. And that's still four out of nine.
    According to Mids, Shocking Grasp does 100 damage for a 1-second cast time, while Total Focus does 198 for a 3.3 second cast time. Please explain to me your definition of "efficient."

    Quote:
    Except they don't do that. You keep citing Fire as THE damage dealer, ignoring the fact that it's really not. You have Fire Sword, which is the only decent damage power in the set. Fire Sword Circle is both slow and not very strong and Combustion is EVEN SLOWER.
    Fire Sword Circle: 99.5 damage. Fire Breath: 109.8 damage. Both have the same cast time, and Fire Sword Circle's damage is mostly upfront rather than the DoT of Fire Breath. I agree with you that Combustion sucks.

    Quote:
    But Energy Manipulation? Electric Manipulation? The only mitigation they have is an orphaned status effect, and in the case of Electric, a mag 2 one that doesn't even catch lieutenants. I can get more mitigation out of that from Munitions Mastery... Or Force Mastery, or Electrical Mastery... Or practically ANY Epic pool that Blasters get access to.
    Energy Manipulation: Fast-recharging knockback, (cause, you know, some people don't want to be in melee with some enemies), two powers with guaranteed mag 3 stun and two with a chance of stun, and a power that increases the duration of said stuns. And if you still think range = mitigation you have an easily perma-able power that helps you stay there.

    Electric Manipulation: Two powers with a chance of sleep, one of which also has a chance of knockback. One power with guaranteed PBAoE knockback and a chance of stun. One power, that you hate so much, with a guaranteed hold. One power with high End drain, which combined with the other powers in the set (including the one you hate so much) can drain a boss in short order.

    Quote:
    Outside of Lightning Clap, you have no AoE mitigation in any secondary, and even Lightning Clap will just scatter enemies and make it impossible to kill them before they wake up. It's not exactly long-duration. And even then, it won't stun lieutenants, which if you happen to meet a Mentalist, will tend to kill you in pretty short order.
    Ice patch. I've been told Hot Feet is mitigation. World of confusion. Shiver. Thunderstrike. If you're /Electric and you meet a Mentalist, well you should have taken Shocking Grasp, shouldn't you?

    Quote:
    "Depending on your personal ability" is a pretty... Unconvincing argument. Specifically since it depends most of all on BUILD. Inventions build, more specifically. And if I need to use some inspirations AND DON'T HAVE any because I needed to use some inspirations on every fight in the entire mission and I simply ran out, what then? Run out to buy more and sink ten minutes into that? How many times per mission?
    Funny, I managed to play Blasters in melee, as did a lot of other people, long before inventions and Defiance 2.0.

    Quote:
    What are you fighting that doesn't insta-hold you or two-shot you? Because even basic sapwns of Nemesis and Rikti enemies basically kill me before I can get a word out if I come into melee range of them. Nemesis lieutenants, especially, who don't stun from Lightning Clap, whom you DO NOT want to kill first, and who both stun you AND deal a ton of damage with their bayonets. And who, might I add, keep spawning in twos, and on one particular day insisted on spawning in threes.
    I'm fighting Carnies, Malta, Cimerorans, Council, CoT, and Rikti and Nemesis too. I've fought every enemy in the game at some point with a ranged/melee Blaster. On Unyielding or Invincible. Before Inventions. If you're getting "instant-killed" by basic spawns you need to either learn to play or stop exaggerating. I'm guessing it's the latter.

    Quote:
    And again - if you want a decent test of merit, try fighting the Praetorians. Say, pick Siege's minions, decent-sized spawns of them. And when 10 people hit you with simultaneous Power Bursts, let me know how that goes. Because that exact situation is what made me rage-quit the last time I played one of my 50 Blasters.
    If you're putting yourself in a position to be hit with 10 simultaneous Power Bursts, then you really need to go home and think long and hard about how not to be in that position. And if you HONESTLY think you could survive that if you were playing a Defender or Controller, then maybe you should go home and think long and hard that maybe the Blaster AT just isn't for you.
  23. I make a girl character. I give her high heels. She runs like a girl in heels....until she pulls out a gun. Or a sword. Or two swords (which I could customize to be teeny little knives). Suddenly she stops running a like a girl in heels, does a little skip, and starts running like a dude. I would like to keep running like a girl please. Alternately, some female characters don't wear heels and don't want to run as if they were wearing heels, so allowing for the "weapons drawn" run with no weapons would be good too.

    I would also like alternate taunt sound effects for females. I am not overly fond of the one we have. My superstrong, nigh-invulnerable raging barbarian Brute sounds like...a girl.

    I also second the suggestions for disco dance and headbanging emotes.
  24. Eva Destruction

    Ghost Widow!

    Quote:
    Originally Posted by Mr_Grey View Post
    Indeed... There was nobody more disappointing to me than Black Scorpion. It's like being ordered around by a stereotypical football jock.
    So I betray him, beat him up...a few more levels go by and I get even more powerful, I call him again...

    "Fear Me."

    Um, no?
  25. Quote:
    Originally Posted by Chompie View Post
    The Council Marksmen still sit back at a safe range.

    ... *bursts into tears*
    Rikti Chief Mentalists do too. If you approach to melee they might pull their swords, like they always have, but otherwise they're perfectly content to stand back and spam Dominate at you.