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Quote:Yeah, that's the general idea. I believe /unbind is SUPPOSED to do the same thing, but I've never had luck with that command. Go figure!this might be the issue, I could have old attempts at using different keys still bound for shadow step. to make sure I am following your suggestion correctly. I need to type in each possible key set up with a NULL command, like
/bind shift ""
/bind lshift ""
/bind lclick ""
/bind lbutton ""
if that's the general idea, does /unbind do the same thing? e.g. /unbind lshift
and thanks again to everyone for trying to help me out with this.
In addition to what you listed you'd need to do other things you tried
/bind shift+click ""
/bind lshift+lclick ""
/bind shift+lclick ""
/bind shift+lbutton ""
I think that's all of them, but if it's not..
/bindsavefile "C:\binds.txt"
Then open up that text file. Assuming you're in Windows, just go to (My) Computer, then C:\, then find the file named "binds.txt" All the binds you've typed in will be listed there, so look through / search for things you might have tried or "Shadow Step." Then you will know exactly what to unbind. -
Quote:This is a bit different than all the other suggestions, but more in line with what you suggested...So, I'm really wanting to make a SS/SR Brute; I really like SR because I've just recently gotten into Defense-based sets, and Super Strength just has some awesome damage potential with perma Rage + Fury giving you some massive ST damage.
Problem being, both Rage and Practiced Brawler are click powers which need to be set to auto, and I can only set one power to auto-activate. So, I've been looking through my options, and I've come up with.. two, it seems.
1.) Make a Keybind (and/or macro) which sets Rage to Auto-activate, and then activates Practiced Brawler. I believe I'd still have to click it every two minutes to ensure Practiced Brawler is refreshed, however.
2.) Someone else suggested to me that Icould try to keybind the activation of the powers --Rage and/or Practiced Brawler--with movement keys, i.e., they're activated any time I move (or jump, or what-have-you). If it worked properly, it'd ensure they're pretty much always auto (as long as I'm actually playing, which is the only time it really matters). I would probably do it so PB is set this way, and leave Rage on Auto-fire, as Rage I'd want to double-stack moreso than PB.
Can someone tell me which is the better option, if #2 is even possible like I'm thinking? Has anyone else come up with some other convenient way of maintaining multiple click powers (like Domination and Hasten), which have to be refreshed as soon as they're up?
Instead of #2, where the movement keys activate the powers (which would interupt anything else you were doing) have them set auto!
It'd be kind of complicated but you could do something like this.
/bind w "+forward $$ powexecauto Rage"
/bind s "+backward $$ powexecauto Practiced Brawler"
Then while you're moving forward, not activating powers, it'd fire off rage. If you're moving backward, not activating powers, it'd fire off PB.
With this method, they'd be auto ONLY while you're moving with w/s.
If you want something to go off while you're idle you could hook 'em up to your number keys. This gets a bit more complicated. If you simply attach a powexecauto command to say "1" then it'll turn on and off the auto status of that power. To make sure it always sets it on you have to set TWO powers to auto fire.
I apologize if that sounds confusing. I will clarify a bit below.
What I'm suggesting now is you do something like this:
/bind 1 "powexecslot 1 $$ powexecauto brawl $$ powexecauto Rage"
/bind 2 "powexecslot 2 $$ powexecauto brawl $$ powexecauto "Practiced Brawler""
/bind 3 "powexecslot 3 $$ powexecauto brawl $$ powexecauto Hasten" (if you have hasten)
You would change the powers to the powers in your attack chain, then as you cycle through attacks they would change which was auto'd. Doing BOTH ideas would keep them constantly changing which was auto'd.
The confusing part I said I'd clarify?
If you do /bind 1 "powexecslot 1 $$ powexecauto Rage" then every time you hit 1 Rage will either be set to auto or (if it's already auto'd) it will be unset. Having it set Brawl first ensures that when the command finishes Rage will be set. I chose Brawl simply because it's the only power I can think of that every character has (Sprint and Rest won't work because they are Toggled / Interuptable).
I hope that fits your original question and builds on your own ideas. I was trying to respond without criticizing your playstyle or trying to tell you how to manage different powers... it's more of a general response for having ANY set of powers "auto fire." -
Quote:Soooo like, all the names that could have the word "Winter" in them are taken? Even "Winter Fire?" cause that'd blow my mind if that was taken on all the servers.Im thinking of making a toon with Earth control and am going to give him a name with "Winter" in it.
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Quote:This is what I was talking about!darn, no luck
tried every combination of shift, lshift, lclick, lbutton, with quotes, without extra quotes, moving the teleport command around within the larger bind string. and I still get the targeting circle and an extra teleport at the end unless I hit <esc> or let it expire.
Save your bind file, and *remove* all those binds by replacing the /command with "", then reload them. Any thing with "shift" or "lclick" still bound will cause the reticle to pop up an extra time. The bind you're trying to will ONLY work with lshift+lbutton.
The extra quotes (powexecname "Shadow Step" instead of powexecname Shadow Step) is a good idea -- but it's not going to cause the problem you're having.
Also, what's with the extra poster who haven't read what came before? I mean, Novella admited it at least, but Justaris just didn't read the bind you posted... That's a lot of such a short thread... -
Quote:I have another theory. Save your keybinds (uh /bindsavefile C:\binds.txt or something) and open that file up. I would guess you have a bind in there like SHIFT powexecname "Shadow Step" or LSHIFT+LCLICK powexecname "Shadow Step"thank you for the replies, 37 and Obsidian. are the quotes needed, or even possible within a longer string of binds? the full bind is something like:
/bind numpd1 "powexectoggleoff black dwarf$$powexectoggleoff dark nova$$gototray 1$$powexectoggleon sprint$$camdist 25$$bind lshift+lbutton powexecname shadow step"
assuming that "s have to be in pairs, would (can) the end of that bind be: $$camdist 25$$bind lshift+lbutton "powexecname shadow step""
In other words, an attempt to create the proper bind with the wrong terminology. Those forms I mentioned would result in when you hit shift, the reticle appears. LSHIFT+LBUTTON does not make it appear.
If you have done that, simply do /bind LSHIFT+LCLICK ""
(Or whatever other form it was bound to) -
I can understand the excitement. When I realized this trick with Explosive Arrow, I had to do it almost every mob. Energy Torrent + Static Discharge is another fun combo.
My favorite now though is to queue up Explosive Arrow with a Chance for +Recharge Proc while Rain of Arrows is firing. Its check goes off just before the first wave of rain, so with large enough groups it procs almost every mob. (And of course everything goes down)
It's lot less sneaky than Trip Mine, but just as satisfying. -
Quote:I agree with the general sentiment that it's silly that ice depends on a knockdown power that is negated by most AoE Immobilizes, including its own, but this above is why I still love it. Run in when the Brute taunts, put an ice slick on his feet, and turn on Arctic Air. It's more than enough damage mitigation. Even when it's not effective to the point that you're team is now undamaged, I'm not sure there's anything that resists knockback, fear, confuse, and -recharge so much that you aren't making a noticeable impact.However, for a dedicated team character that regularly teams with Brutes, an Ice Dom can be a godsend, simply because it allows Brutes to still build fury, while providing enough mitigation to deal with stronger (or more) enemies than the Brute would be able to handle by themselves. Pair it with /Psi and you've got valuable -regen as well. Unfortunately, this is a narrow niche and somewhat backhanded - "I like you because you're bad at your job". It's also eventually obsoleted as Brutes mature.
I think really people underrate the -recharge on ice, too. Yeah taking alphas sucks when THATS what you're going for -- cause the first hit will go off just the same, but if whoever takes the alpha survives it, -recharge can make you golden.
On that note, you "take the alpha" as an ice control by placing an ice slick without LoS. It doesn't work everywhere or against all mobs, but it will work in the majority of circumstances. Ice Slick out of sight, go in, Shiver, go in the middle, AA.
I would venture a guess that for almost any style there's another primary that's more suited, so I don't think I could say it's the best even if it's my favorite. I don't think it's the worst though. I would have to give that to Gravity, and not based on much other than how much I hate having a teammate who uses Telekinesis and Wormhole and horrendously stupid times. -
Quote:(1) You're going to struggle with AVs no matter how well you build this guy. I would take Aid Self and anything else you think could be a necessity.My very first level 50 toon was a blaster, that was over three years ago and while I haven't deleted him, I decided after dinging level 50 that I never wanted to play another blaster again (this was in the days before IOs and I tended to end up with more debt than a Third World Country).
Since doing the rounds with controllers, masterminds, widows and tanks I have rethought and decided that I would like to revisit the world of face-planting damage and have decided to make a new blaster.
For concept reasons I have already decided on archery / devices and have played around in Mids to make what I think is a reasonable blaster who, when fully slotted, will have soft capped ranged defence and decent enough damage but I have a few questions:
1. I like to play solo so I need a build that can at least solo an EB and preferably an AV. Soft capped ranged defence is essential but do I also need Aid self? Is it an absolute necessity or can it be skipped?
2. My build has room for either Aim or Targetting Drone but not both. Which is the better power? Whichever one I take will be fully slotted with a full set of Gaussians including the "Chance for Build up" Proc. I have this slotted on my Widow and it does not seem to fire that often on a toggle power to be of any practical use so would it be better in Aim?
3. Which is the better power, Blazing Arrow or Fistfull of Arrows? I ask because I take one fairly early on in the build but leave the other to nearly the end.
4. Is Time Bomb really bad? I ask because for concept reasons I would like to take it but my power choices are fairly limited and if I have to skip it I will
Thanks for any help you can give me
(2) Aim. The same reason given above (Targetting Drone is over kill)
(3) Fistfull is a much better power. Don't skip Blazing if you can. If you're taking Ranged Shot for Manticore, drop it and put Blazing Arrow instead.
(4) Time Bomb's not really bad, it's just really not team friendly. If you Cloak/Smoke/Time Bomb you can remove mobs the same way a PBAoE nuke would. However, once you're IOed out, you can Rain of Arrows twice in the time it takes to Time Bomb, so its value slowly moves away from efficiency and towards "just fun." -
Quote:This thread is still going on?Where, Futurias, is the line between "Game too hard" and "Player too incompetent?" I can't think of any objective criteria for that, or at least not any that I can get the numbers for.
We may have to agree to hold each other in contempt.
Fulmens had the answer right there, though it come up in some form a few times.
CoH is a team-based game. Different ATs offer different things. No AT is totally immune to Mez, nor is any totally susceptible to it. If you can't handle it, play something easier, play with a team, or get better.
If any of my blasters had mez protection there'd be absolutely no reason to play anything else for me. All the damage, none of the draw back? MMm, yeah then I probably wouldn't play at all. Are you TRYING to ruin the game for ME? -
Quote:I actually use Explosive Arrow every mob when I'm farming Archery/Energy. I have 5 pieces of Posi's in it, and Force Feedback Chance for +Recharge. I line up RoA, with someone near the middle of the mob targeted, and then queue Explosive Arrow. Even the stuff that's about to get torn to shreds gets targeted by Explosive Arrow, and I proc almost every mob. The end result is without any purples I still average firing RoA every 21 seconds.I totally agree that 70m is nowhere near enough. Even things like Thunderstrikes are a lot more expensive than I remember them. And Posi's have always been pretty pricey, so I know I'm getting into an expensive build, here. The LotGs are something that will have to be added later, I've got no doubt about that, but they're more of an extra perk than an absolute necessity.
And I'd absolutely prefer to have full Posi sets, but then I'd be having to steal from other sets. I didn't know that people hated Explosive so much! It's kind of slow, especially when used with RoA & Fistful. It was really useful back before RoA, but I find myself using it less and less now that I'm in the late 30s. Maybe if I take out Explosive I can 6-slot the Posi sets by shuffling some things around?
I never fight AVs on mine, at least not solo, so I don't have/need anything purple slotted. Posi's, Decimation, Kinetic Crash, Basilisk's Gaze, and Doctored Wounds for global recharge and I'm golden. I haven't found a use for getting any defense at all because BR+BU+Aim+RoA+Explosive ends everything but bosses, and 1-3 bosses isn't an issue. -
Quote:That's (hopefully) just because it's your first character. An experienced player (at least Blaster-player) will not have these issues.Energy/energy was my first blaster also. Believe me when I say that running out of end and a quick death is what make true blaster players know they're doing their jobs correctly. If you're more masochistic than the run of the mill blaster, try Fire/energy, or Fire/Fire.
Just a note or two on your build:
Don't take Explosive Blast over Energy Torrent. Energy Torrent does more damage, has quicker recharge, and with Boost Range it covers over twice the area. The kicker? Lowed endurance cost, too. It's a better power. If you can't pick up both, the one you should have is definitely Torrent.
Don't wait so long on Power Bolt. It's moot since you've both out leveled it, but with /Energy or /Devices you are already down one ranged defiance attack when you're mezzed (even if it's less common). Power Burst isn't going to help you anymore in other circumstances anyway.
I'm a little nervous about using Air Superiority for holding down a single target when you could have taken Power Push or Stun. I don't think it's necessarily a bad thing, it just always throws me when someone elects to use a power pool choice instead of their power sets. It does quite a bit more damage, at least.
Resuscitate?
The nice thing about Energy/Energy is it's so simple. I think you'll find it was a lot of people's first 50, or at least first level 50 blaster, because it's hard to mess up really bad. -
Quote:Yeah that's really all there is to it. It's not a bad rule of thumb to always pick up your long range AoEs, but not every build is going to need them. Heck, not every build will even use them. Once I IO'd out my energy/energy blaster, I have Static Discharge or Energy Torrent up almost all the time, both of which out damage Explosive Blast. This is just compounded by the fact that they cover a huge area with boost range up.That, I would have to disagree with. Although it is a good generalization.
I still have Explosive Blast, but that's just for Kinetic Combat. The only time it ever gets fired is if I'm hit with some serious -recharge.
On a side note, the illusion that Explosive Blast (or Explosive Arrow, M30 Grenade, etc) has a radial knockback comes from widespread mobs. If you hit the center of a line of enemies (lined perpendicular to your line of fire) the ones on the far left will be knocked slightly to the left, and the ones on the right will go slightly to the right. It's not because your explosive blast was to their left/right though, it's because YOU are. If you hit a line of guys who are aligned over your line of sight, they will all fly in a straight direction away from you.
In other words, they're always knocked directly away from you, which sometimes means they scatter, sometimes it doesn't. -
What are you doing that you could be getting in over your head? I have a feeling that if your build is anywhere near this, then you just need to rework your strategy.
What I would do at a glance is drop Munitions for something else. I would probably go with Fire, cause you'd get get analogs for the sets you'r using besides sleep grenade. Floating above a Bonfire can be just amazing, because mobs will still *try* to get into melee range.
Power Boost would boost the defense of Stealth, Hover, and Weave. It looks like about 7% on all your defenses while it's up, which could be virtually all the time.
So anyway, I would just change your last four power picks to Power Boost, Bon Fire, Fire Shield, and then Rise of the Phoenix (so at least when you die it's a lot of fun).
Why no explosive arrow? If you could wiggle it in without compromising your aspirations with sets, I so would. I'd take it before Ranged Shot or Stunning Shot, and maybe even before Blazing Arrow depending on what sorts of things you're up to. -
Quote:Most of the Blaster powers are normalized across the sets. Flares if an obvious exception, but Neutrino Beam is comparable to the tier 1 in Electrical, Psychic, Ice, and Energy. What's missing? Sonic, Archery, Assault Rifle, and Fire. Why do those recharge faster / do more damage? The first set have debuffs / mitigation as their secondary. The second set just do more damage. Yeah, Sonic is a fuzzy one cause it's a debuff that lets it do more damage, that's why it's only *slightly* better than the first set.Ok...I'm not sure if this were addressed by the devs elsewhere, but I can't recall seeing any entries in the Dev Digest. What is the deal with the high recharge time on Neutrino Bolt? It has the same activation time as flares, does comparable damage, but also costs more endurance. Flares recharges in about half the time as well.
The defender and corruptor versions recharge in 1.5 seconds.
Is there some huge, overwhelming advantage to Neutrino bolt that made it have to get that kind of nerf? Aside from the small defense debuff which will matter a bit less to a blaster anyway since accuracy is one of our cornerstones in combat.
It just seems like a bit of overkill with the nerf bat. Most of the other powers look Ok. Neutron Bomb was always a bit of a let-down.
It's not about nerfing the powers, it's about fitting Radiation to the Blaster model. The same thing happened with Psychic Blast, and with Claws on Brutes. -
Quote:If you're only using fly over short distances, not having it would be a lot like using Raptor Pack instead. If you happen to have picked up GvE, it would mean throwing Jump Pack up at the same time and flying at max speed, too.Not necessarily. I have Hover, Fly and Teleport on my main and they all fill their respective roles quite nicely. Hover in combat (and while Teleporting for added insurance), Fly over short distances, Teleport from one end of the zone to the other. I couldn't imagine not having all three, and I hardly need to mention how beneficial Recall Friend is.
I don't know how unorthodox the Flight/Teleport combo is, but it works quite well for me.
Concept reasons make sense. I dare say even preferred play style and good old fashion "I enjoy having two/three travel powers" are good enough reasons, too. I just would put it off for a bit in a build that's lacking so many awesome powers. Taking two, three, even four travel powers is a common misuse of power picks with newer players, and I find it safer to say you should do that for no reason, then when you reconsider/respec your build and start dropping stuff, then you pick up the redundant/useless powers that would be fun.
It's not a black and white thing for me either. I have plenty of characters with more than one way to get around, I just don't see Fly as worthy early power pick in this case. -
A) Drop flight, too (not just leadership). Unless you're using hover to stay above the fray in combat. Even if you are, having fly and teleport is a waste.
B) You *need* power bolt and boost range. Power Bolt is a "defiance" power. You can use it even if you're stunned, asleep, or held. Boost Range will make your cones (Energy Torrent and Static Discharge) bigger if you have them, and let you use your other ranged attacks at such distance that you should stay safer longer.
A+B) Keep Boost Range up while you're teleporting and you'll go ridiculously fast. Like fast enough that you'll get to make a sandwich while you wait for your teammates.
C) It's been mentioned, but knockback is your main form of mitigation. If you're having problems with it and would like to try an entirely different route than I mentioned, pick up Stun and Power Boost. Then the disorient effect on Stun, Bone Smasher, and Energy Punch will last longer, allowing them to stack and hold down bosses pretty easily.
I'd be happy to share my Energy/Energy almost-all ranged build if you'd like. I have a blapper build too, but I don't think it's very good.
D) All that previous advice stands. You so want Stamina, slot some endurance reduction in your quick recharge attacks if you still need endurance, and consider the heavy hitting melee powers if you're regularly soloing small mobs. -
Quote:/Ice is awesome for soloing. Almost every power in the set is designed to mitigate a small mob.I'm new to Blasters, but I've always wanted to try them. I've decided on the Sonic primary, but I'm having trouble choosing the secondary between Ice, Energy, and Electricity.
I don't want to play a Blapper, and would perfer to have something that can solo well because I don't normally have enough time to do more than one mission at a time.
However, with the possibility that you will ever end up on a team or perhaps want to set your difficulty in such a way that you face larger mobs, I might consider /Energy.
Sonic is sort of cone-heavy and Boost Range with cones is just great. Just great.
There's also synergy in Power Boost + Siren's Song.
Power Sink is the only thing that /Electric has that you might have rather had in /Energy, but I don't think it would mix as well anyway. -
Quote:QFT! Super truth. Farming solo the AoE knockback blasts are awesome. Teaming with someone whose better off when you don't knock, yeah you can keep that explosive arrow in its quiver.Explosive arrow is certainly not a waste. Its actually better to use, because for those who can still return fire, have a good chance of not being able to due to being knocked back. And then you finish them off with your cones, which due to the fact that when a knockback like explosive arrow hits you, its knocks away in a radial manner from where you are. Meaning that they may knock back, but they will still be right in place of both your fistful of arrows and psy scream cones.
IE RoA > EA > FFoA > PS
I'd have to test on if PS is just enough to finish off the lts life when alternating aim/bu, which i suspect it is, depending on the level you're fighting of course. In either case half the mobs will be minnions when solo farming with no bosses on a map set for 8 team members.
In regards to the OP, Archery/MM or possibly even Archery/Energy will out farm Fire/MM. Drain Psyche's awesome and everything, but there's not enough there to rival a fire/kin. -
Quote:Or stand over them, right click the awaken, and click the "Give to..." with their name. It's a submenu I believe.You can actually give people inspirations. Stand near the ashes, and drop the inspiration on the name in the team tray. That achieves the same effect as dropping it on them.
Unless, y'know, for some silly reason you've got 'Dont accept Team gifts' on
I think you're underrating Self Destruct's damage capabilities. Using it solo is in fact pretty pointless. I typically see it kill the minions in a mob, but not take down the Lts and Bosses.
Yet on a team? Oh boy oh boy! The presence of any -resistance, someone to take advantage of them flopping around, and suitable damage before and after? Yes, please.
Figure a level 50 blaster can do about 300 with rain of arrows, on of my defender's psychic wail does 350, and for both of them SD does about 580. It really is nuke-type damage if you look at it through different lenses. Bearing in mind of course that you can BuildUp+Aim / Fulcrum Shift before doing the first two, to consistently do the same level of damage SD does.
My favorite late game use is probably when I'm hurt, to jump as best I can into a group that hasn't been touched yet, then self destruct. When they scramble back to me after standing up, use Rise of the Phoenix. Then you just have to kill the stunned boss(s). -
Quote:That's a good point. I did not consider AVs, etc. I've soloed quite a bit human form though, and I always ended up using Radiant Strike like it was Energy Thrust on an /Energy Blapper. I'd use it to shew someone away if they got too close for comfort. When it came time to just dousing a single target that was left though, that was the last thing I'd use.The rest of the advice in the post was good, but for dropping the melee attacks it really depends on what you want out of your PB (And what level you are).
I have just ran the DPS calculations (Without Arcanatime) using 100% damage from enhancements and Radiant Strike comes out absolutely fantastic. Does it really animate in 1.07 seconds? If so it gives you 173 dps, which is more than twice any other power, and Gleaming Blast works out 2nd best at about 87 dps.
If you were concentrating on a single target damage dealer then I really wouldn't consider dropping that power.
I don't know how bad the KB is on it however, but I would definately keep Radiant Strike for AV's etc.
I also should have been more specific too. I meant much later levels where on large teams (sans AV teams) I would much prefer cycling through the AoEs (which PBs have a good amount of) rather than chasing around one guy.
On a purely "subjective" side of it, I have tried a purely melee human form and a purely range/AoE build, and I much much prefer the ranged. I feel more potent and safer. Bearing in mind, however, that Solar Flare also causes knockback (melee knockback gets really old really fast for me), and that this is probably more a matter of my style. Number crunching or how you prefer to play may lead you elsewhere. -
I think your build is just fine for leveling up, but once you get a little further along, and have another respec, I would consider dropping those melee attacks. Radiant Strike has an obnoxious knockback, and Incandescent Strike's animation is forever. They are good for quick bursts of damage, but their DPS isn't much more than your ranged attacks, and naturally you're safer with those. Without the melee attacks I would just push the Fitness pool up to earlier levels, and then use the later power picks to grab the stuff you wish you had.
As far as slotting, a human form blaster type will get by pretty well with just basic enhancements. The previous posts' advice apply, it's not any different than slotting the next AT. Good sets to Franken-slot in your ranged attacks are Entropic Chaos, Thunderstrike, and Devastation (10% regen, 2% recovery, 12% regen for 2 pieces respectively). If you're flat broke, do Triage in your heals (4% regen) and if not Numina's (12%). For targeted AoE damage, I would either do Positron's Blast when you've got some money, or just leave it at 3 damage/2 recharge/1 accuracy or range.
If you get the money, the slots, and start thinking about ranged defense, Blessing of the Zephyr. As a Peacebringer you get 3 travel powers for free (sprint, combat flight, energy flight), and between the other forms, group fly, and power pools (combat jumping!) you can easily slot 5 pairs of that set for a cold 16% ranged defense.
Other things to consider at varying costs are Steadfast Protection: Resistance/+3% defense, and knockback protection, Aeigis: Psionic/Status resistance, and Impervious Skin: Status resistance. Any of those 4 would be awesome for Incandescence. Performance Shifter: Chance for +End would be great for Stamina. Karma: Knockback Protection in Combat Jumping is sweet too. There's other things that could go there but they're a lot more expensive! -
I actually agree with your power choices for the most part, I would just rearrange them and some of the slotting.
Move Soothing Aura and Enforced Morale up. Soothing Aura is awesome on teams or when you solo. I'd put it at level 22 for sure. Enforce Morale's primary purpose is to relieve your teammates from being mezzed. That will be useful even at level 16.
M30 Grenade and Ignite are a lot more expendable. Ignite is okay, but without something to hold down your enemies it's just good for keeping mobs out of melee range. That's something Buckshot and Slug will do for you anyway. M30 Grenade's ubiquitous. The damage is considerably less than Buckshot or Flamethrower with that scattering knockback.
In terms of slotting, give more attention to your attacks sooner. Conduit of Pain will go really far with only 2 slots (recharge), so give that other early slot to Burst and let it wait till level 40 to get seriously slotted. Health, too, I would start with 2 slots. I'd probably start Fly and World of Pain off with only 2 slots also.
Honestly, the only thing I don't like is Ignite with all those slots and nothing to hold the mobs down. I'd consider dropping it, spreading those slots across your attack chain, and leaving the spot open to see how things are going. Then when you get there, depending on how your play style and team dynamics have worked out you could pick up something that doesn't require so much slotting. Recall Friend earlier, for example, or even Share Pain if you find your teams wanting more healing. Assault or Hasten would be other things to consider in its place, that would only take 3 slots total to be effective. -
Quote:Yes, it should be soon. But ticket farming on a blaster is going to get better, not worse.Thanks for the knock to reality, Fury. I have a 50 fire/kin that I had been farming with and am working on his build. It has close to 500-600mil needed though to finish fleshing it out however. The reason I was going for an ae dps archetype was due the extreme availability of f/k trollers. I'm really good at doing what a /kin SHOULD do but the amount of bad tanks out there make it impossible to contribute to the fullest effect (what I feel I should at least -on marginal teams they likely don't realize much less care as long as sb and fs stay up.)
I guess I was just looking for a change of pace. The best idea I spose is to wait til I16 releases which would seem soon since it's gone to 'open beta' on the test server?
You can set your missions to 8-players, and still no bosses. I've been on there just to play around with it. Boost Range + Build Up or Aim + Rain of Arrows + Explosive Arrow. Wait 21 seconds, repeat.
If you're into a change of pace and plan to do any solo farming, you were on the right track. A scrapper would work, too, it would just be much much slower. Since you already have a controller set up to farm on teams, you could just decide who to play on based on team availability and such.
If you haven't seen this, you should: http://www.youtube.com/watch?v=9sH-ro9JkG8
It's not very expensive to make a build capable of this pace either. -
Quote:I would drop Sniper Shot, not Aim. You'll need Aim sooner or later, and unless you put the "Sting of the Manticore" in Sniper Shot, it's not a very good power.Thanks. I tried a re-spec, getting stamina in exchange for Aim and one other power. When I got done, I didn't have any enhancements. When I switched to my other build, they were all still there. Do you lose the enhancements on a second build, or did I do something wrong?
Sorry if this should be a separate thread.
Honestly, it's fun kind of hopping in and out, but I would probably choose between blapping (using melee attacks primarily) or blasting with ranged attacks.
If you're using melee a lot, you could drop Hover for Air Superiority and round out your attack chain. It's got a knock down effect which is great for minimizing the damage you're taking if you're fighting smaller groups. Lightning Field's not a bad idea if you're meleeing either.
If you're going to go ranged, drop Lightning Field for sure, and stick with Hover. I would recommend you drop most of the melee attacks in Electric (besides Thunder Strike and Power Sink). They're good attacks, but your ranged stuff can knock back, making it doubley hard to then run up and smack them.
Slot the heck out of Power Bolt, Power Blast, and Electric Fence. You can use them mezzed, they're all good attacks, and you will have a solid attack chain. I would do this whatever your build is going to be. -
For farming of any sort, I like my Energy/Energy/Electric or my Archery/Energy/Fire blasters.
For the first, I combine Energy Torrent and Static Discharge after Boost Range. I know you said you don't like cones, but nothing's going to match that area of effect.
With the second, Boost Range goes with the three AoEs (Fistful, Explosive, Rain), just so I'm out of range of their attacks while I rain down on them. This depends on what you're fighting though... somethings out range you anyway.
Give Sonic some serious consideration. Sonic/Energy or AR/Energy would rock those cones.
I've farmed on Fire/Ice/Fire... a lot, actually. I don't like it. Yeah I get that Fire's mitigation is "more damage... and death = perma hold" or something, but that stuff takes time. Unless you're fighting some real squishy enemies they'll be shooting at you while they're ablaze.
Also, there's a lot in /Ice to add safety, but nothing to speed up your farming.
Bear in mind, I play on Champion (the server, not the game) where "Tanker Tuesday" has spawned tons (yes, TONS) of Tankers who don't take Taunt. If you're a blaster there who is worth his/her salt, you will pull more aggro than some of these Tankers. So, being way out of range is very helpful if it's a team effort.
Edit: I should have echoed some other posts. /Mental gets a lot of praise for its farming abilities. I also should have emphasized that Fire/ is a solid AoE set, but it's not that good for farming. You will need /Energy or /Mental to pull it off.