Hart

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  1. Hart

    Why A Blaster?

    You're never realistically going to hit most of the hard caps. The damage cap is the one exception and that almost never happens without a Kinetics character around.

    Softcapping defense means minions can't really hit you, but more is better against anything of a higher rank/level. Also, against anything that debuffs defense - which is very common. Also, if your FF gets killed and his toggle bubble vanishes.

    Debuffs are practically impossible to cap. Preventing hold / stun / etc is always useful, and mostly short-duration. Recharge, recovery, and regen buffs are always good.
  2. The way I see it, ultimately you're going to choose your alignment based on who you want to play with or what side you want to play on, not which inherent power you're going to get.

    If you want to be able to earn Hero / Villain merits and the glorious amounts of inf they bring, you're either getting Frenzy or whatever the hero side version is. Neither of them are enhanceable and both give negligible bonuses infrequently.

    The only poor decision is not to choose an alignment at all.
  3. Ideas?

    Guild Wars.
    Warhammer Online.
    Aion.
    Lineage 2.

    Heck, even World of Warcraft if you're desperate.
  4. Y E S !.

    Anyway, it's free. Worth it as opposed to what?
  5. The problem is that it's an end-hungry buff powerset that doesn't do anything very interesting. Even Force Field has a guaranteed knockback and a giant bubble you can use to push stuff around. Sonic's best toy is Liquefy - which is awesome but has a 500s cooldown.

    Every other power in the set is boring, most of them are passive, and none of them feel like they're making a difference. You've got two bubbles for friends and your own giant bubble, which is a good foundation. However, the other powers are an end hungry toggle buff, a single target resistance debuff, and a clear mind clone. The phase shift and toggle knockback you can automatically skip. The powers just aren't fun, which is why I'm regretably considering deleting my 40 sonic/sonic; I just can't get Liquefy to recharge fast enough to make up for the mild irritation of the bubbles or the yawnfest of the rest of the set.
  6. Hart

    Why A Blaster?

    Quote:
    Originally Posted by Thinkso View Post
    Ok, show me the point this happens because I don't believe you know what you are talking about. It can happen when comparing something that starts as low as a defender to a blaster, but even then it happens pretty late in the team additions. I'm not convinced that point of convergence is crossed with something that starts with as much damage potential as a MM AND forcemultiplies.
    When well used Fulcrum Shift can damage cap most ATs. On a team with a Kinetics defender, a damage capped blaster adds a lot more dead stuff than a second Kinetics defender.

    That being said, caps come into play very rarely and probably aren't worth discussing.
  7. Hart

    Why A Blaster?

    Quote:
    Originally Posted by Seldom View Post
    Also, whatever a corrupter can do effects the team...so in a team situation, anywhere there's a corruptor/defender, the blaster on the team is greatly ourgunning them and any scrapper, brute, or whatever around.
    Not picking on you Seldom, but this keeps coming up.

    If a corrupter or defender buffs your team or debuffs your enemies, that doesn't mean your blaster is doing more damage than the corrupter; the corrupter is causing your entire team to do more damage. It's something the corrupter is doing that benefits the team, not something the blaster is doing differently because the corrupter is there. The blaster fires off their attack chain as usual, but because there's a corrupter around, they do more damage; that damage should be credited to the corrupter.

    This is one of the reasons that corrupters are more damaging on a full team. Aim+Build Up increases one toon's damage by ~160%, but a 20% damage buff on all 8 players is approximately equivalent damage scales notwithstanding, and most of these can be kept up nearly 100% of the time. Debuffing enemy resistance by 20% is about equivalent; most of the major resistance debuffs are in the 30% range.

    Yes, blasters can push their own damage into the stratosphere, but buffers and debuffers can provide as much or more of a benefit to the team by increasing the damage the entire team does.
  8. Quote:
    Originally Posted by Fuzzitron View Post
    On Virtue, my ILL/Rad controller couldn't get on a team for a week after using deceive during a TF the week before.
    I don't believe you.

    There, someone said it.
  9. Hart

    A, AR, or DP?

    Rain of Arrows is outright better than Full Auto, but Rain of Arrows + Fistfull is more fiddly than Full Auto + Flamethrower.

    Ignite is much more useful than Explosive.. the AOE damage is nice even if foes flee, and if you can keep them from fleeing it's even better. Tar patch is good for this, web grenade is even better, and it melts AVs that are too brave (or stupid) to run. Explosive just knocks stuff out of your tar patch, unless you waste a power on Hover and time on positioning yourself above the pack.

    I guess it depends on whether you want an extremely good one trick pony or a variety of slot-hungry situational powers.
  10. Same problem with the disorient proc - I slapped it in everything I could on an elec/elec and it just wasn't worth that many slots to occasionally disorient a minion or lt.
  11. The difference is that Regenerative Tissue's unique is a 20% bonus for one slot; you can stuff it in Health without sacrificing the ability to slot Numina's and Miracle. When you're talking about a multi-slot bonus you're sacrificing something to get that regen, whether it's a set bonus - Mocking Beratement's full 6 is worth it - or something else.
  12. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Can't wait to take my Elec/Rad up against AVs.
    Wouldn't you bump into AV resistance issues? I would assume that Elec/ would fare as horribly as any other control set against AVs, i.e. they'd totally ignore you.
  13. Quote:
    Originally Posted by Mid_Boss View Post
    Rain of Fire, Ice Storm, and Blizzard do the same damage for corruptors (and defenders) as the blaster version and for corruptors they do a Scourge check repeatedly which makes them more powerful for Corrs than Blasters.
    DoTs in general are more effective for Corrupters. This is because Scourge effectively doubles the damage cap when it goes off, similar to Containment. Irradiate, Ignite, Full Auto, and Flamethrower can do some mean damage as well.

    Large single hits can be less useful for corrupters because you 'waste' the scourge damage that goes beyond a foes remaining hp. If you hit for 600 and scourge for 600 against a foe with 900 hp remaining you don't kill him harder.

    IIRC Defenders also get more powerful secondary effects - recharge debuff from psy and ice, defense debuff from rad, etc. Sonic/Sonic is one situation where Defenders outdamage corrupters - since everything's a resistance debuff, any hit after the first is more powerful for a defender. By the time Scourge comes into play, the Defender is way ahead in resistance debuffing and damage done up to that point.
  14. I have an AR/Cold corrupter with billions in IOs and Full Auto up about every 30 seconds.

    I still use Ignite-> Burst -> Ignite -> Burst as her main attack chain against single targets.

    I've noticed that it doesn't seem like things are running away since GR/I18.

    It also seems like the damage is substantially lower than it was during the AE days. I remember burning down +3 bosses with a single web + sleet + ignite combo. Then again, this was in AE..
  15. I've played a lot of control sets, and it seems to me that the Elec set is lacking in hard controls. I suspect this is because end drain is a hard control. Every power contributes to draining endurance, often with a chance to prevent end recovery.

    The end drain takes a while to happen, especailly if you can't stand in the middle of the pack. However, once a group is drained you can keep them drained indefinitely.

    In the time it takes for end to drain completely, a team facing a trivial enemy will have wiped the pack out. A team facing a real challenge will still be fighting - and suddenly the challenge becomes a lot less challenging.

    It seems to me that the problem has more to do with what you fight and who's on your team. You're basically missing a major hard control on any fight that's over quickly - but if the fight's over quickly, did you really need that much control? You can still use the AOE sleep to defuse an alpha strike or as an endurance tool, and it'll be back up momentarily in case you trigger an ambush mid-pack.
  16. Quote:
    Originally Posted by Silas View Post
    The other thing about Archery is that while Fistful rocks enough that its not such a big deal, Explosive Arrow sucks. The values are bad on it and it does knockback. Knockback you don't want, because stuff goes off the tar patch and out of DN.
    OTOH, you can use it to knock stuff that escapes back into the patch. I find that one of the main advantages of AR/Cold over Fire/Cold is being able to knock baddies back into Sleet and Snow Storm after they've crawled out.

    On a team with someone to hold or immobilize, the extra damage is just gravy.
  17. Quote:
    Originally Posted by Father Xmas View Post
    The one thing I don't understand about wanting perma-hasten nowadays is that Hasten combined with the recharge bonuses you need to get hasten into the perma range well reduce your attack recharge times to the point that if you don't have someone buffing your endurance recovery, you'll run out of endurance faster than a Gunstar after Death Blossom.
    More specifically, the OP is /cold. Between the stealth aura and snow storm, he'll run out of end fast unless he cranks recharge through the roof and gets Heat Loss close to perma.

    With good use of Heat Loss, it's practically impossible for a /cold to run out of juice. IIRC it only takes 1-2 nearby targets to hit the recovery cap, so even recovery debuffs aren't going to impact you much. Being able to stack Sleet also makes a huge difference on my AR/Cold, but since Plant/Cold neuters the knockdown I guess it's mainly nice for the res debuff and tiny damage.
  18. ITT: I want to lead a SG but I don't want to make friends or interact with people.
  19. If I recall correctly, one million a run is actually a net loss for the person doing the running. On average, you'll earn your million back plus more. There's a thread in the market forum that talks about it, but I don't recall the link.

    Might not be true in the MA since purples make up such a huge percentage of farming profit, but something to consider, anyway. You could make 50m on the market in a day or two and then get this guy to PL your alt to 50 and end up with more than 50m after selling your drops.
  20. Hart

    Panacea pricing

    Quote:
    Originally Posted by ConFlict View Post
    pvpo bonuses are always on regardless of enhancement level/class level.
    Oh? My bad.
  21. Hart

    Panacea pricing

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    I really, really doubt that you'll get 2bil. I'd say list them for less than the level 50 price most people will still want the 50 because it's the best but for people only concerned with the set bonuses they might pickup yours to save time and money.
    Very low levels can cost more than the highest levels for some items - ex Miracle +Recovery. Mainly procs, yes, but I'd think that people interested in keeping their PVPIO bonuses when they exemp for Sirens or SFs would value these pretty highly.
  22. Hart

    Grav/elec perma?

    For what it's worth.. I'd say that Grav/Elec gets the least possible benefit out of permadom of any dominator primary/secondary combo.

    If you're doing that powerset combo for PVP, I'd worry more about cumulative end drain and max HP.
  23. Hart

    Panacea pricing

    IMHO, craft em and put em up for 2b. Someone'll get desperate enough eventually.
  24. Quote:
    Originally Posted by Silas View Post
    • Lots of –res all up in yo’ bidness
    I'd comment further on whether this is any good as a guide for a /cold, but I stopped here.
  25. Hart

    Efficiency Tips?

    Quote:
    Originally Posted by Sailboat View Post
    I can't do the kind of fast market work you want to do because it's too easy to get teams.
    I don't know. People hate me or something. I offered 50m for an invite to a good group on a 50 Rad/Kin worth close to 2b and got nothing for 5 minutes, quit and went to play Dragon Age. Incidentally, Dragon Age rocks my socks.

    I'm more confused that I'm unable to find a team on a level 50 Redside /kin than anything else, really. I guess all the /stone farmers rerolled Elec/Shield and don't need /kins anymore? Are people really saying "we've already got a /kin, pick someone else"?

    *shrug* I'll be back in a few months. I hit a billion and that's more than I'll ever need, so I'll be ducking out of the level 50 -KB IO market. Regularly turns over 100m and I was able to buy in for 50m for 40m profit every day or two, if anyone wants to take my niche. 'course I've probably spoiled it for the moment, but wait a week or two and it'll probably be hoppin' again.