Harkness

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  1. I'm seeing a lot of Fire/Fire Blaster recommendations, which I agree with, and I find them endless fun in groups, but I also find them particularly weak solo...
  2. Quote:
    Originally Posted by Fury Flechette View Post
    It's still pretty clear that you don't understand that kinetic powers like fulcrum shift caps your damage and you need to have your damage powers slotted for accuracy and recharge.
    I've seen this mentioned quite a few times recently, though mostly in reference to Hot Feet.

    Is there a good damage-bonus to aim for in a Fire-Kin's attacks before looking at procs?
  3. If you're new to Defending, a few comments I'd make:

    Secondary: Sonic is getting most of the acclaim as a secondary right now due to its amazing -res debuff, but to be taking advantage of that, you need to be attacking quite a bit.

    Rad also has really good debuffs.

    Ice has some conveniently high damage attacks, and might work better if you plan on spending most of your time on the Primary powers.

    Primary: I've played a Kin-Ice Defender to 50, a Fire-Kin Controller to 50 and a Fire-Kin Corruptor to 35. I have kept the Controller and deleted the other two because I simply don't enjoy playing them.

    Kinetics is click-heavy (esp. if you want to SB your allies), and its best ability, Fulcrum Shift, requires you to be in melee range. So as a Defender, I spent a lot of time dancing in and out of melee range.

    As others have said, kinetics is also more about boosting your allies than "defending" them. Good use of Transference and Transfusion can help keep your team alive, and of course there's SB, but you're primarily trying to keep the team's DPS high.

    I've had a lot more fun playing a Rad Defender to 50 (I've done 2 of them!), and felt more defender-y playing anything other than Kinetics (Thermal is a blast, FF can be tremendously powerful on the right team, Sonic is versatile, I thought Emp got boring).

    None of this is to say that Kinetics is bad on a Defender, but I enjoy it least on that AT. I'd always recommend Radiation as the Primary; it fits well with Sonic as a secondary and I just find Rad a lot more fun.
  4. Quote:
    Originally Posted by Radubadu View Post
    My fire/fire blaster just hit 32 and I have a question about slotting. I know nothing about IO sets or any of that for the most part but currently all of my powers that are six slotted have 3 damage 2 accuracy and 1 recharge reduction. Is that much accuracy unnecessary? If not I'd love to slot another recharge reduction or end reduction but don't want to spend the inf to find out I made a mistake.
    For my Fire/Fire, I found endurance a serious problem (even with Stamina) and I was always lusting after more recharge so I could keep the AoEs coming.

    I slotted 1 Acc, 2 Damage, 1 end-red, 2 recharge reductions in most of my attacks when I was using basic IOs.

    I got Hasten early and slotted 2 recharge reductions in it right away. I slotted my auras with 2 end reds. At the higher levels, when you get more enc slots, I upped those to 3 each.

    With both Aim and Build-Up recharging quickly, slotting each power for accuracy is less of an issue.

    That changed totally when I hit 50, had my epic and started using IO sets, but the above combos worked best for me until that point.
  5. A similar build to War Admiral's, except I use SS instead of CJ because I like speed-stealthing missions when that's an option.

    I also opted for Speed Boost over Seismic Smash because I think my overall DPS is improved (with SB-d Fire Imps), and I like to be able to SB any stone tanks/brutes that I'm teaming with.

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Malfeas Harkness: Level 50 Mutation Controller
    Primary Power Set: Fire Control
    Secondary Power Set: Kinetics
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fitness
    Power Pool: Fighting
    Ancillary Pool: Stone Mastery

    Hero Profile:
    Level 1: Char
    • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (40) Basilisk's Gaze - Recharge/Hold
    • (43) Basilisk's Gaze - Endurance/Recharge/Hold
    • (43) Basilisk's Gaze - Chance for Recharge Slow
    • (50) Basilisk's Gaze - Accuracy/Recharge
    • (50) Basilisk's Gaze - Accuracy/Hold
    Level 1: Transfusion
    • (A) Doctored Wounds - Heal/Endurance
    • (3) Doctored Wounds - Endurance/Recharge
    • (3) Doctored Wounds - Heal/Recharge
    • (5) Doctored Wounds - Heal/Endurance/Recharge
    • (5) Doctored Wounds - Heal
    • (7) Accuracy IO
    Level 2: Fire Cages
    • (A) Enfeebled Operation - Accuracy/Endurance
    • (11) Enfeebled Operation - Immobilize/Range
    • (19) Enfeebled Operation - Endurance/Immobilize
    • (23) Enfeebled Operation - Accuracy/Recharge
    • (25) Enfeebled Operation - Accuracy/Immobilize/Recharge
    • (25) Enfeebled Operation - Accuracy/Immobilize
    Level 4: Siphon Power
    • (A) Recharge Reduction IO
    • (7) Accuracy IO
    Level 6: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (33) Luck of the Gambler - Defense
    Level 8: Hasten
    • (A) Recharge Reduction IO
    • (9) Recharge Reduction IO
    • (9) Recharge Reduction IO
    Level 10: Siphon Speed
    • (A) Accuracy IO
    • (11) Recharge Reduction IO
    • (15) Recharge Reduction IO
    Level 12: Flashfire
    • (A) Stupefy - Stun/Range
    • (13) Stupefy - Accuracy/Endurance
    • (13) Stupefy - Endurance/Stun
    • (17) Stupefy - Accuracy/Recharge
    • (17) Stupefy - Accuracy/Stun/Recharge
    Level 14: Hot Feet
    • (A) Obliteration - Chance for Smashing Damage
    • (15) Obliteration - Damage
    • (29) Obliteration - Accuracy/Damage/Recharge
    • (31) Obliteration - Accuracy/Recharge
    • (46) Obliteration - Damage/Recharge
    • (46) Obliteration - Accuracy/Damage/Endurance/Recharge
    Level 16: Hurdle
    • (A) Jumping IO
    Level 18: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (19) Numina's Convalescence - Heal
    • (23) Healing IO
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (21) Endurance Modification IO
    Level 22: Speed Boost
    • (A) Endurance Modification IO
    Level 24: Cinders
    • (A) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • (33) Basilisk's Gaze - Recharge/Hold
    • (33) Basilisk's Gaze - Endurance/Recharge/Hold
    • (34) Basilisk's Gaze - Accuracy/Recharge
    • (46) Basilisk's Gaze - Accuracy/Hold
    Level 26: Boxing
    • (A) Kinetic Combat - Knockdown Bonus
    • (27) Kinetic Combat - Accuracy/Damage
    • (27) Kinetic Combat - Damage/Endurance/Recharge
    • (45) Kinetic Combat - Damage/Endurance
    Level 28: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (29) Steadfast Protection - Knockback Protection
    Level 30: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense/Endurance
    • (31) Red Fortune - Defense/Endurance
    Level 32: Fire Imps
    • (A) Soulbound Allegiance - Accuracy/Damage/Recharge
    • (34) Soulbound Allegiance - Damage/Endurance
    • (34) Expedient Reinforcement - Accuracy/Damage/Recharge
    • (37) Expedient Reinforcement - Endurance/Damage/Recharge
    • (40) Expedient Reinforcement - Accuracy/Recharge
    • (40) Expedient Reinforcement - Resist Bonus Aura for Pets
    Level 35: Transference
    • (A) Efficacy Adaptor - EndMod/Accuracy/Recharge
    • (36) Efficacy Adaptor - Accuracy/Recharge
    • (36) Efficacy Adaptor - EndMod/Recharge
    • (36) Efficacy Adaptor - EndMod
    • (37) Efficacy Adaptor - EndMod/Accuracy
    • (37) Efficacy Adaptor - EndMod/Endurance
    Level 38: Fulcrum Shift
    • (A) Recharge Reduction IO
    • (39) Recharge Reduction IO
    • (39) Accuracy IO
    • (39) Accuracy IO
    Level 41: Fissure
    • (A) Positron's Blast - Chance of Damage(Energy)
    • (42) Positron's Blast - Damage/Recharge
    • (42) Positron's Blast - Damage/Endurance
    • (42) Positron's Blast - Accuracy/Damage
    • (43) Positron's Blast - Accuracy/Damage/Endurance
    Level 44: Super Speed
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (45) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (45) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 47: Rock Armor
    • (A) Luck of the Gambler - Recharge Speed
    • (48) Luck of the Gambler - Defense/Endurance
    • (48) Luck of the Gambler - Defense/Endurance/Recharge
    • (48) Luck of the Gambler - Defense
    Level 49: Earth's Embrace
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth
    Level 2: Rest
    • (A) Recharge Reduction IO
    Level 1: Containment
  6. Quote:
    Originally Posted by Player99 View Post
    however, this still falls under what I said earlier: other ATs can do near blaster level damage, but with disproportionate defenses. The problem is that while blasters do like, 1.2 x as much damage as a (scrapper/brute/potato), those at's are 2.5x as tough at the least.
    Are you comparing AoE or ST damage? That seems to be blurred in this discussion, and it's incredibly relevant.

    While I've seen some impressive AoE damage from spines scrappers or fire/kin controllers, it usually feels like the mob-massacring AoE damage comes from the Blasters (whether I'm the one playing a Blaster or not).

    While it seems like Blasters have fallen behind in terms of ST damage vs personal survivability, their AoE damage seems to be keeping them safely at the top of a team's DPS output.
  7. Quote:
    Originally Posted by Player99 View Post
    then why are there so many brutes?

    they *are* a force, not a multiplyer
    The sheer potency of those multipliers is under-estimated by the player-base (myself included for the first year and a half of playing the game), and the mechanics are quite alien compared to any other game I've played.

    For vills, Brutes are popular because they're the only obvious "tough melee fighter" option, and the overwhelming popularity of tanks and scrappers blueside displays the typical player-preference for those types of characters.

    Brutes are pretty-much required in redside teams, where they usually act as the tanks (even though I believe the design of redside intended MMs to be the tanks?), which is great since finding redside teams can be a lot harder than blueside.

    Brutes are also so popular because they can out-damage scrappers and have near-tank levels of protection. Most Brutes can tank, scrap or solo just about any of the PvE content without any real problems or requiring IO set tricks.

    They're arguably the easiest AT to play through to 50 and they never stop being tough or striking hard.

    I'm curious to see just how many people will bother with Scrappers and Tanks blueside, once Brutes can exist there.
  8. Quote:
    Originally Posted by StratoNexus View Post
    Yeah. I purposely left all purples out of my guide. I almost made an exception for the cheapo purples, but I decided that I never knew what the market/drop rate was going to be like in the future. It is possible I should have done the same for Hamis, but they had been around so much longer and there were guaranteed ways to get them, so I decided to include them.
    Yeah, I do get that, but in the case of CP, it's so cheap and so good, it seems a shame to not mention it.
  9. My build. My Dark/Dark Corr was my first character so I was prepared to pay the extreme cost of this build.

    She's S/L Soft-capped, Perma-hastened. The rate at which she can fire off heals, debuffs, controls and Howling Twilight is pretty ridiculous. She only needs Tough and/or Focused Accuracy on in exceptional cases, but they both work extremely well in those cases.

    Due to her speed, she can bring all of dark/dark's extreme-versatility to bear: she can switch between healing, debuffing, control and damage without missing a beat. FS every mob just after the tank hits it, and the immense to-hit debuff means you won't be healing very often. Having HT up every 45 seconds allows you to use it as a tactical debuff (e.g. a follow-up to FS in a boss-mob) without needing to save it for a fallen team-mate. Even Dark Blast's somewhat lackluster attacks feel potent

    I built for the softcap, then the speed, then end, because things had felt a little tight in general, and real end issues cropped up soloing AVs. If anything, I'd remove the Miracle: +Recovery, because the build really doesn't need that much end, and maybe look at another slow or recharge reduction in Tar Pit.

    Villain Plan by Mids' Villain Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Elegia Harkness: Level 50 Mutation Corruptor
    Primary Power Set: Dark Blast
    Secondary Power Set: Dark Miasma
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Villain Profile:
    Level 1: Gloom
    • (A) Apocalypse - Chance of Damage(Negative)
    • (3) Apocalypse - Damage/Recharge
    • (3) Apocalypse - Accuracy/Damage/Recharge
    • (7) Apocalypse - Accuracy/Recharge
    • (9) Apocalypse - Damage/Endurance
    Level 1: Twilight Grasp
    • (A) Touch of the Nictus - Chance for Negative Energy Damage
    • (11) Touch of the Nictus - Heal/HitPoints/Regeneration/Recharge
    • (15) Touch of the Nictus - Accuracy/Endurance/Recharge
    • (19) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
    • (19) Touch of the Nictus - Healing
    Level 2: Dark Blast
    • (A) Decimation - Accuracy/Damage
    • (9) Decimation - Chance of Build Up
    • (13) Decimation - Damage/Endurance
    • (15) Decimation - Damage/Recharge
    • (27) Decimation - Accuracy/Damage/Recharge
    Level 4: Darkest Night
    • (A) Dark Watcher's Despair - Recharge/Endurance
    • (5) Dark Watcher's Despair - Chance for Recharge Slow
    • (5) Dark Watcher's Despair - To Hit Debuff/Endurance
    • (7) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    Level 6: Tar Patch
    • (A) Slow IO
    Level 8: Tenebrous Tentacles
    • (A) Gravitational Anchor - Chance for Hold
    • (11) Gravitational Anchor - Immobilize/Endurance
    • (34) Gravitational Anchor - Immobilize/Recharge
    • (34) Gravitational Anchor - Accuracy/Immobilize/Recharge
    • (36) Gravitational Anchor - Accuracy/Recharge
    Level 10: Hurdle
    • (A) Jumping IO
    Level 12: Night Fall
    • (A) Ragnarok - Damage/Recharge
    • (13) Ragnarok - Accuracy/Damage/Recharge
    • (37) Ragnarok - Accuracy/Recharge
    • (40) Ragnarok - Damage/Endurance
    • (40) Ragnarok - Chance for Knockdown
    Level 14: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (21) Miracle - +Recovery
    Level 16: Hasten
    • (A) Recharge Reduction IO
    • (17) Recharge Reduction IO
    • (17) Recharge Reduction IO
    Level 18: Super Speed
    • (A) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (40) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (43) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    Level 20: Stamina
    • (A) Performance Shifter - Chance for +End
    • (21) Performance Shifter - EndMod
    • (34) Performance Shifter - EndMod/Recharge
    • (36) Performance Shifter - EndMod/Accuracy
    Level 22: Shadow Fall
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (23) Luck of the Gambler - Recharge Speed
    • (23) Luck of the Gambler - Defense/Endurance
    • (25) Luck of the Gambler - Defense/Endurance/Recharge
    Level 24: Fearsome Stare
    • (A) Siphon Insight - Accuracy/ToHit Debuff
    • (25) Siphon Insight - ToHit Debuff
    • (29) Siphon Insight - Accuracy/Recharge
    • (29) Siphon Insight - Chance for +ToHit
    • (33) Siphon Insight - ToHit Debuff/Endurance/Recharge
    • (33) Siphon Insight - Accuracy/Endurance/Recharge
    Level 26: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (27) Luck of the Gambler - Defense
    Level 28: Petrifying Gaze
    • (A) Basilisk's Gaze - Accuracy/Hold
    • (31) Basilisk's Gaze - Recharge/Hold
    • (31) Basilisk's Gaze - Endurance/Recharge/Hold
    • (31) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    Level 30: Howling Twilight
    • (A) Absolute Amazement - Endurance/Stun
    • (36) Absolute Amazement - Stun/Recharge
    • (37) Absolute Amazement - Accuracy/Stun/Recharge
    • (43) Absolute Amazement - Accuracy/Recharge
    • (46) Absolute Amazement - Chance for ToHit Debuff
    Level 32: Boxing
    • (A) Kinetic Combat - Knockdown Bonus
    • (33) Kinetic Combat - Accuracy/Damage
    • (37) Kinetic Combat - Damage/Endurance
    • (43) Kinetic Combat - Damage/Recharge
    Level 35: Tough
    • (A) HamiO:Ribosome Exposure
    Level 38: Dark Servant
    • (A) Dark Watcher's Despair - Recharge/Endurance
    • (39) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance
    • (39) Dark Watcher's Despair - To Hit Debuff
    • (39) Dark Watcher's Despair - To Hit Debuff/Recharge
    Level 41: Scorpion Shield
    • (A) Luck of the Gambler - Recharge Speed
    • (42) Luck of the Gambler - Defense/Endurance
    • (42) Luck of the Gambler - Defense/Endurance/Recharge
    • (42) HamiO:Cytoskeleton Exposure
    Level 44: Focused Accuracy
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (46) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    Level 47: Web Cocoon
    • (A) Unbreakable Constraint - Chance for Smashing Damage
    • (48) Unbreakable Constraint - Hold/Recharge
    • (48) Unbreakable Constraint - Accuracy/Hold/Recharge
    • (48) Unbreakable Constraint - Endurance/Hold
    • (50) Unbreakable Constraint - Accuracy/Recharge
    Level 49: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (50) Luck of the Gambler - Defense/Endurance/Recharge
    • (50) Luck of the Gambler - Defense/Endurance
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 1: Scourge



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  10. Quote:
    Originally Posted by Supernumiphone View Post
    I disagree. I quite enjoy being able to lock down a boss using both holds. I can understand that you might not value that, but it's hardly a waste.
    Agreed. I can hold most AVs by myself like that and that makes a hell of a difference on TFs or solo-ing.
  11. Quote:
    Originally Posted by Jade_Dragon View Post
    And I will add that I don't really agree that Corruptors and Defenders are all that different. It depends on the build, of course, but outside of Scourge a good, offensive based Defender (meaning a Primary that boosts damage) will be very close to a Corruptor. The Corruptor will do more base damage, but the Defender will have a better boost, so the end result, as long as you've got that +Dam/-Res to start with, is the same. The advantage of Scourge is that it really helps the Corruptor finish off a foe when he needs it most, when he's close to running out of End and HP. If it's all about what you do after you "soften up" the foe, then the Defender is the one who doesn't really do anything but keep that up until the foe's dead.
    I'd agree that many Corruptors and Defenders seem like they can be played quite similarly, but I always find myself leaning towards the play-style of the AT. My Defenders always seem to end up more focused on keeping the team stronger and my Corruptors are more focused on the kill.

    Example: Dark/Kin Corr vs Kin/Dark Def in the last few seconds of mopping up an enemy mob. My Corr would attack, taking advantage of Scourge. My Def would probably try to get a Transference out to boost the Endurance-depleted team-mates and/or make sure SB is still running on everyone.

    These differences are usually quite distinct by the time I'm hitting 50 and have all of my power pools, patron/auxiliary powers, and I'm figuring out my IO sets.

    With Mace Mastery, any Corruptor can be looking at the S/L softcap and a ridiculous to-hit with Focused Accuracy. Corruptors can always get pets and always have Scourge, and so their damage output will always be noticeably higher and more relevant to the team than a Defenders.

    That said, when selecting team-mates, I actually prefer Defenders to Corruptors, Controllers, MMs or Dominators. Defenders tend to focus more upon their buffs and debuffs, and that's really the "open secret" to tearing apart the PvE content.

    (Every time I've built or lucked-into a PuG that has a good tank and seven complimentary Defenders, we've slaughtered our way through the mishes/TFs.)

    Of course, a good player playing their AT well trumps everything else, but I do think that the differences between Corruptors and Defenders are strong enough that while they could be played similarly, they probably won't be.
  12. Quote:
    Originally Posted by EvilRyu View Post
    Blasters dont do enough damage in my opinion to justify the squishieness they get.
    I can understand that impression. In the current game, the other ATs have received tweaks and boosts that make a Blasters damage-output seem less impressive and their squishiness more noticeable.

    However, in the current game, most Blasters can soft-cap one way or another, so they're really not that squishy anymore either.

    Quote:
    Originally Posted by EvilRyu View Post
    The lie that range is a blasters defense will just end up getting you killed since everything can out range you even with boost range.
    That's not at all my experience. I've never had anything but a Malta Sniper even see an incoming snipe before it's taken a hole out of them, and my ranged PCs frequently play distance-games with the NPCs.

    If you're in-range when the attack was launched, it may well hit you after you've moved out of range, but that goes both ways in the game and it's just something to account for.

    If you want to be damn-sure you're always getting the first hit, slot a Stealth proc into Super Speed and run around invisible.

    But more importantly, I think you missed what people mean by saying that "Range is a Blaster's defense".

    Of the three types of damage, Ranged attacks are typically less damaging than Melee attacks. By keeping yourself at range, you're limiting the damage directed at you.

    In a team, a Blaster that lives in close-range will face those more-damaging Melee attacks and any AoEs being tossed around, whereas a Blaster that hangs back and lives in Ranged will only face a fraction of the damage.

    Of course, if you only play solo, then you'll still face the AoEs and have people charging in for melee, so the advice becomes less relevant.

    I'm not going to compare this MMORPG to another one because I think there's far too many differences and subjective preferences involved in that.

    However, I think this MMORPG has always pitched Blasters as glass canons. If you want to escape that flaw, the changes to Defiance and ability to softcap have given you that option to a large extent.
  13. Quote:
    Originally Posted by Fury Flechette View Post
    One odd observation I've noticed about corruptors/blasters is that corruptors tend to be more team oriented in the beginning and become very strong solo later in their careers (it's that way with thermal for example with melt armor coming at 38). Blasters are strong soloists at the beginning of their careers, but later on become more team dependent (not that they can't solo, but they shine where other hero ATs can cover up weaknesses).
    I agree, and think that it's fairly-true as an overall blue-side / red-side comparison. I'm pretty sure it's deliberate.
  14. Quote:
    Originally Posted by StratoNexus View Post
    World of Confusion
    [...]
    Useful Sets – There are not a whole lot of Confuse sets, so its not all that hard to choose what you want to do. While slotting the power for damage is useless (since it is very low damage on a 4 second tick), you could choose to use it as a place to put the PBAoE damage sets, if there are any set bonuses there you really want.
    Given the relative-cheapness and huge-benefits of Coercive_Persuasion, I'd mention six-slotting that before three-slotting Hamis...
  15. As others have said, it's really a "oh damn, get me out of this mess" power. You're not getting xp if the NPCs kill one another, and the primary purpose of most Blasters is killing everything in sight, so it can seem counter-productive.

    Solo (or if you play pretty much for yourself in teams), I find its effectiveness weak. "Oh damn, zerged!" moments are often "hit the nuke!" moments for Blasters and most Blasters have better mitigation tools at their disposal, even if it's just flight to zip out of the melee.

    If you're a Blaster who watches out for the rest of the team, you'll find more use for it. It's excellent for when a non-tank team-mate pulls a second, unexpected, mob into your team and the tank hasn't had a chance to grab the aggro.

    I find more use for this power as Defender though, where my focus is more heavily on supporting the team rather than killing things. My Rad/Sonic/PM, for example, has saved a lot of teams from wipe by flying into a mob and toggling on WoC (and with Choking Cloud on at the same time, very few minions keep on fighting my team-mates).

    Used by itself, I find WoC a nice way to help mitigate damage. My in-game experience is that it's not going to save you by itself in those moments, but will probably buy you a few extra seconds, and if you're more of a team-focused player, those seconds will help turn team-wipes into victories.

    (Also, as others have said, it's one of the best set mules in the game.)
  16. Quote:
    Originally Posted by New Bee View Post
    Not to derail the thread but could you please share your macros for converting inspiration drops? That type of macro would be incredibly useful.
    The basic macro is:

    /macro name "insp_combine (insipirations to combine) (inspiration desired)"

    An example that'll try to combine Tier 1s (except wakies and breakies) to an Insight:

    /macro "Blue1" "insp_combine Insight Catch_a_Breath$$insp_combine Enrage Catch_a_Breath$$insp_combine Luck Catch_a_Breath$$insp_combine Respite Catch_a_Breath$$insp_combine Sturdy Catch_a_Breath"
  17. Quote:
    Originally Posted by macskull View Post
    There's no reason other than concept to take Flight on any character, regardless of powersets, unless you make one of those oddball builds, like the Blaster that's got softcapped ranged defense and hovers above the mob.
    I think most Controllers, Defenders and Blasters can get a serious advantage from removing themselves from all melee and most aoe typed damage. In fact, I'd suggest it's a rare Controller, Defender or Blaster that can't derive a strong benefit from that movement option.
  18. Quote:
    Originally Posted by Postagulous View Post
    And if you buy...I think it's Good v Evil pack, which has crap costumes, you get a Mission Teleport, which will take you to door mishs regardless of where you are.
    That's the "Mac Special Edition In-Game Item Pack".

    The Good vs Evil Pack gives you the Pocket D teleporter.
  19. Harkness

    Fire/Kin/Stone

    Quote:
    Originally Posted by Tw00sh View Post
    3. I would slot Celerity-stealth into your stamina for those times you want to rush to mission ends, or just not be bothered.
    An Unbounded Leap: Stealth proc in Sprint is cheaper, saves a slot, and won't leave Stealth permanently on.
  20. Quote:
    Originally Posted by Digito View Post
    Ok I think by this point I'm fairly set on a Fire/Fire Blaster, messing around with designs and looking at Mids. I think the sheer number of AOE's, while still having what appears to be pretty damn good single target damage is what sold me on it.

    Would I be right in assuming all these AOE's combined can put out some incredible carnage? And am I right in assuming the slow effect from Hot Feet combined with the slow effect from RoF might be enough to keep enemies from running away as I slam them with brutal AOE after brutal AOE? Though I'm drawn to the Hover/Flier style of fighting, I can't deny that I also love being right in the thick of it all, especially knowing I'm capable of dealing that much damage.
    Fire/Fire is incredibly carnage. All those AoEs do rock, but you'll probably find that getting 3 out of the 5 (Fire Ball, Combustion, RoF, FSC and Fire Breath) is sufficient.

    Hot Feet and RoF might not work as you're hoping, particularly solo. Both make mobs scatter, although this can work as mitigation.

    RoF has its detractors because the scatter is wide and you rarely get the full benefit of its 15 second DoT. In solo play, I use it only if I want the mob scattered (breaking up a tough mob) or if I'm convinced that I can kill everything before it scatters out of my AoE range. In teams, the trick is to wait for the tank to pull the mob in tight before using RoF.

    But you'll still rarely get the full benefit of its 15s DOT.

    In the case of HF, mobs tend to run away out of melee, pause, shoot you, then run a bit more, shoot, and then run right out of HF's range to give you more Ranged and AoE attacks. A Ranged softcapped build might get a lot of mileage out of HF in solo-play.

    In team-play, the scatter is negligible as along as you wait for the tank to gather the mob before you jump in, but then it's questionable as to whether or not you'll derive enough benefit from HF's slight damage to make its end cost worthwhile. I find that I'm making that decision from mission to mission (am I making less attacks per mob with HF on?).

    I find Fire Breath difficult to use, but most people love it. If you can make sure to hit 3+ targets, then it's an excellent power.

    (Don't use hover with Fire Breath; IME, you consistently hit fewer people due to the downward angle even when trying to remain ground-level.)

    Combustion is extremely slow and its end cost is too high. Its slowness can be a survival problem as much as a DPS problem. Being tied into a "regular" attack for 3 full seconds can be dangerous.

    FSC is excellent. (Just be aware that its radius is half that of Hot Feet.)

    Fire Ball is pure love.

    Enjoy it!
  21. Re: Flame Mastery and S/L softcap

    Quote:
    Originally Posted by Doctor_Kumquat View Post
    Pretty much agree with you on the other main points, but was wondering where you got this from.
    Frozen Armour, from the Cold Mastery epic, is usually seen as the way to go for the S/L softcap (a base 10% S/L, IIRC). All of the other epics offer Resistance options, so there's very little chance that your S/L defense is to reach 45% unless your entire build is focused on that goal.

    With CJ, Weave, Hover and Maneuvers all running 3-slotted for Def, you're looking at less than 15% Def total.

    Frozen Armour has a base of 10% S/L Def that can easily be enhanced to 16%.

    From the better builds I've seen, people either build their Blasters to fly and look for the Ranged softcap (with AoE to support), or take the blapper route with Cold Mastery and the S/L softcap. Or they just forget about the softcap and focus upon some other equally-valid goal.

    TLDR; Trying to achieve the S/L softcap without Frozen Armour's massive S/L boost is hard without gimping yourself.
  22. Quote:
    Originally Posted by Imaheroe View Post
    Its in health.

    I have numina's and regenerative procs. still waiting for Miracle. I had just zoned when it hit 27. But shouldn't it still show in the log? my perf shifter is proc'ing like mad but not one message about the health procs. When I look at combat attribs, it does list them as contributing to regen. Its almost like they are not really procs.
    They're functioning normally.

    They're doing two entirely different things.

    Numina and Miracle are boosting Recovery and Regeneration. They're not seen as "firing", just like a Stealth proc isn't, or many others. They adjust your stats in the combat attributes.

    The Perf Shifter Proc gives you a chance at plus 10 Stamina. This has an equatable level of recovery, but it's not a recovery bonus. So "+10 stamina" is mentioned much like receiving a Heal is mentioned.
  23. Quote:
    Originally Posted by Vitality View Post
    Has anyone taken flight because they wanted it for concept even though doing so gives up some defense?
    It isn't necessarily giving up on defense. Hover/Flight can be run at the same time as the other defensive powers, including CJ.

    If your standard tanking technique is to fly into the middle of a mob, then there's little difference between that and using SJ, TP or SS.

    If you like to herd, then Flight can be a superb herding ability. I've seen flying Invul and WP tanks drag three mobs into a corner (fireball one, fire blast another, taunt the third) in half the time it would have taken a stone tank to jump between them.

    Additionally, with that kind of herding, most of the alpha strikes are ranged, not melee, and tend to do less damage.

    I've also seen beautiful tight herding with a tank hovering just above the heads of the mob, just within their melee/aura range. It takes a lot of skill and the right situation, but it can maximise those AoEs.

    Quote:
    Originally Posted by Vitality View Post
    Is having fly worth losing the extra (on all the time) defense from maneuvers?
    Personally, I think Maneuvers is a bad power for a tank. You're not there to buff the team, you're there to draw all of the aggro and survive it. There might be a strong argument for Weave in your build, but not Maneuvers.
  24. Quote:
    Originally Posted by SilentZoe View Post
    I observe, I track information. It's just like most of the stalkers I have played with are pretty useless, but there are those who take the AT and really shine with it.
    Since I'm considering my first Stalker as my next toon: What would say most are failing to do that they should?
  25. I like

    Choking Cloud
    • Basilisk's Gaze - Chance for Recharge Slow
    • Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold
    • Basilisk's Gaze - Endurance/Recharge/Hold
    • Basilisk's Gaze - Accuracy/Hold
    • Endurance Reduction IO
    • Lockdown - Chance for +2 Mag Hold
    However, the Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold is very expensive right now (100-130 mill inf).