Kyriani

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  1. Quote:
    Originally Posted by Another_Fan View Post
    I don't want you roofing my home.

    Blasters may not have the hammer or nails, but they do have the power sander and the tar pot. I don't expect my corruptors to tank. I don't expect my scrappers to debuff. Everyone brings something to a team but not everyone brings the same thing.
    The problem is that Blasters don't bring anything but damage to the team... and that damage is lacking in relation to their fragility and in comparison to the other ATs. In plain terms the other AT's can perform just as well as damage dealers compared to Blasters and do so with far more safety and consistency.

    The idea is not to change what Blasters are, what they do, or how they do it. The idea is simply to bring them up to par with everyone else. Since the devs aren't willing to simply up their damage to the point where it is worth their fragility and lack of utility... then the obvious changes will be to improve their utility and lessen their fragility in some way.

    That does not mean overhauling their secondaries into something totally different, giving them armor toggles (beyond the APP/PPP ones) or giving them comprehensive mez protection. After Blasters get their review and changes they will still generally play the same as they do now... they will just be more effective when doing so.
  2. Ribo's on the Ah right now seem to be going for 450 mil to 700 mil >.> I am not sure why though... especially when a +5 boosted IO res/end gives the same value as a lvl 50 ribo AND can give you set bonuses...
  3. Here's my suggestion:
    This build avoids using purple recipes or ATO's (though it makes heavy use of IO sets and 2 cheap hami's). It gives you perma hasten and chrono shift (as long as you cycle both -- without chrono hasten is 8 sec shy of perma and PA is 9 sec shy). You also get a solid attack chain (spectral wounds, blind, power blast) and an aoe (energy torrent).

    I did not assume you had access to enhancement boosters... if you do, this build can reclaim a slot or three with judicious use of them. And probably grab a touch more recharge because of it.

    The build includes power boost for some solid defense to everything using Farsight (maybe not so necessary when solo due to perma PA but groups will love you for it) as well as fortifying your control durations (nice to use with flash).

    I also included Temporal Selection to buff your Phantasm when solo or team mates when grouped.

    Endurance management should be without issue even when running SI, Hover and Temporary Invulnerability.

    If you do go incarnate I'd suggest Spiritual/Core for your Alpha, Reactive/Radial for Interface, Clarion/Core for Destiny (perma at tier 3), Assault/Radial (doublehit) for Hybrid.

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Controller
    Primary Power Set: Illusion Control
    Secondary Power Set: Time Manipulation
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Primal Forces Mastery

    Hero Profile:
    Level 1: Spectral Wounds -- Decim-Build%(A), Decim-Acc/Dmg/Rchg(11), Decim-Acc/Dmg(13), Decim-Dmg/EndRdx(13), Decim-Dmg/Rchg(15), Dev'n-Hold%(15)
    Level 1: Time Crawl -- Acc-I(A)
    Level 2: Blind -- Thundr-Acc/Dmg/Rchg(A), Dmg-I(3), HO:Perox(3), Lock-Acc/Hold(9), Lock-Rchg/Hold(9), Lock-%Hold(11)
    Level 4: Deceive -- Mlais-Acc/Conf/Rchg(A), Mlais-Acc/Rchg(5), Mlais-EndRdx/Conf(5), Mlais-Acc/EndRdx(7), Mlais-Conf/Rng(7)
    Level 6: Fly -- Zephyr-ResKB(A)
    Level 8: Superior Invisibility -- LkGmblr-Rchg+(A), EndRdx-I(34)
    Level 10: Hover -- LkGmblr-Rchg+(A)
    Level 12: Temporal Mending -- Dct'dW-Heal(A), Dct'dW-Rchg(17), Dct'dW-EndRdx/Rchg(17), Dct'dW-Heal/Rchg(19), Dct'dW-Heal/EndRdx/Rchg(19)
    Level 14: Afterburner -- LkGmblr-Rchg+(A)
    Level 16: Distortion Field -- Lock-%Hold(A), G'Wdw-Dam%(25), NrncSD-Dam%(27), ImpSwft-Dam%(27)
    Level 18: Phantom Army -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(21), ExRmnt-Acc/Dmg/Rchg(21), ExRmnt-EndRdx/Dmg/Rchg(23), C'Arms-Acc/Dmg/Rchg(23), C'Arms-EndRdx/Dmg/Rchg(25)
    Level 20: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(37), BasGaze-Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(40), EoCur-Acc/Hold/Rchg(40)
    Level 22: Flash -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(39), BasGaze-Rchg/Hold(40), BasGaze-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(43), Lock-Acc/EndRdx/Rchg/Hold(43)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(48)
    Level 26: Spectral Terror -- HO:Endo(A), Abys-Dam%(46)
    Level 28: Farsight -- LkGmblr-Rchg+(A), LkGmblr-Def(29), LkGmblr-Def/Rchg(29), RedFtn-Def/Rchg(31)
    Level 30: Temporal Selection -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31)
    Level 32: Phantasm -- ExRmnt-Acc/Rchg(A), ExRmnt-Acc/Dmg(33), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), BldM'dt-Acc/Dmg(34), ExStrk-Dam%(34)
    Level 35: Power Blast -- Decim-Acc/Dmg/Rchg(A), Decim-Acc/Dmg(36), Decim-Dmg/EndRdx(36), Decim-Dmg/Rchg(36), Decim-Acc/EndRdx/Rchg(37)
    Level 38: Chrono Shift -- RechRdx-I(A), RechRdx-I(39), RechRdx-I(48)
    Level 41: Slowed Response -- AnWeak-Acc/Rchg(A), AnWeak-Acc/Rchg/EndRdx(42), ShldBrk-Acc/Rchg(42)
    Level 44: Energy Torrent -- AirB'st-Acc/Dmg(A), AirB'st-Dmg/EndRdx(45), AirB'st-Dmg/Rng(46), AirB'st-Dmg/Rchg(46)
    Level 47: Power Boost -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Temp Invulnerability -- S'fstPrt-ResDam/Def+(A), TtmC'tng-ResDam(50), TtmC'tng-ResDam/EndRdx(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Containment
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(42), P'Shift-EndMod/Acc(45), P'Shift-End%(45)
    ------------



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  4. Quote:
    Originally Posted by B_L_Angel View Post
    Yet, you keep demanding the game be made easier because of your inability to master it. Do you think it is at all appropriate to do this ? Can't get the hang of the knights in chess ? Demand they move three spaces forward only.
    * I * am not "demanding" anything. And asking for Blasters to be brought up to par with the other AT's is HARDLY "demanding" that the GAME be made easier. Nor do you have ANY clue as to my ability or lack thereof to master ANYTHING.
  5. Quote:
    Originally Posted by B_L_Angel View Post
    It is becoming obvious the only answer you can accept is one that reinforces your preconceived opinion.



    Does that have any bearing on what I said re: Blasters vs Dominators ?



    No not really. Some defenders and corruptors can achieve full ranged chains without going to epics but they have abysmal melee attack sets. Some melee sets can achieve full AoE chains but they are melee chains.

    IF you look at nothing but one capability you will never see flexibility.




    Wrong

    Just off the top of my head Tenebracious tentacles Mag 3, Psychic shockwave mag 3.
    I did edit that post to say "most" aoe controls are mag 2 for Blasters but regardless... Immobilizes arent going to do much to mitigate damage in the higher levels... ranged attacks at those levels are almost as devastating if not more so especially mez effects. According to Mid's Psychic Shockwave is mag 2 NOT mag 3... but even still it is NOT a reliable control power it is a PBAOE DAMAGE power with a 25% CHANCE to stun for 6 seconds...
  6. Quote:
    Originally Posted by B_L_Angel View Post
    I don't know about your blasters but mine have no trouble keeping pace.
    A) That's just not true. Not compared to every other AT.

    B) YOU are not the metric upon which balance should be based.

    This isn't a situation where saying "Lrn2Play" is an acceptable answer
    (yes yes you didn't say that I know I know)
  7. Quote:
    Originally Posted by B_L_Angel View Post
    Full stop.

    On a blaster I can have continuous ranged aoe chain and decimate spawns before they ever get close. Doms don't even come close till they get their EPIC powers. Look at AR. Full Auto then Flame thrower then Buckshot then etc etc etc .



    And blasters don't have crowd controls ? No holds, stuns or immobilize ?



    You keep asking that question and ignoring the answers.
    It might help if you actually ANSWERED the question instead of just assuming everything you pour out in your little tirades amounts to an answer... just an FYI it doesn't.

    Blasters aren't the only ones with continuous aoe chains... so that doesn't qualify as flexibility.

    Sure Blasters have some mez effects, but they are largely a) single target, b) if aoe are usually mag 2 and c) just plain not enough to give them survival on par with any other AT... and since their damage output doesn't really make up for that... and because the devs aren't likely to increase their damage output to make up for it... then the only answer left is.... wait for it... to improve their survival IN SOME WAY... not necessarily give them armors or mez protection but TWEAK them in SMALL WAYS to make them better.

    I gave very conservative examples of this earlier in this thread:

    Quote:
    Originally Posted by Kyriani View Post
    Energy manip's Stun and Devices Taser could have their range increased significantly to give those sets more single target control without requiring them to get so close to use it.

    Boost Range from energy manip could be renamed and have an additional benefit besides just a range increase... maybe it could work as a break free effect?

    Targeting Drone could provide some minor mez protection (like mag 2 to stuns or something)

    Touch of fear could be made more like Scare from mental manip (ranged fear)

    Chilling embrace could have some minor mez protection (like mag 2 vs hold and maybe some recharge debuff resistance)

    None of the mez prot ideas give comprehensive mez protection on a large scale to blasters and I think I am being very conservative with them. None of the mez suggestions make them too controllery either. It's ideas like these I think are reasonable to expect to see if and when the time comes that Blasters see some changes.
    It's not about overhauling and fundamentally changing how blasters play... its simply tweaking them to bring what they do have up to par.
  8. Quote:
    Originally Posted by B_L_Angel View Post
    Show me where I claim to have been or where I claim to speak for some vast majority ?

    If you can't you are lying.
    If you aren't then why does your opinion seem to carry so much weight and the rest of us are completely wrong?

    No one here thinks Blasters should lose their melee powers or get armor/mez protection toggles. But you seem hellbent on making sure that not a single precious thing changes for Blasters... even though they DO need some work to bring them up to par with everyone else.

    It's not about taking anything away from Blasters or even giving them many things they don't already have. It's about making sure, in their own way, that Blasters can keep pace with every other AT.

    Why you think that is a bad thing is anyone's guess.
  9. Quote:
    Originally Posted by Airhammer View Post
    4) Give blasters inherent ranged defense as part of the AT. We were told once that range was a blasters defense.. Then the Blaster should get DEFENSE at range against ranged attacks to simulate what He/She does best.
    This right here sounds like a great place to start with some good logic behind it.
  10. Quote:
    Originally Posted by B_L_Angel View Post
    I am glad you speak for the player base. Were you elected ?
    And you were?
  11. Quote:
    Originally Posted by Golden Girl View Post
    Something important to remember story-wise with the new DA is that when you finish a contact's arc, as well as giving uyou the next contact they also let you play a short non-combat mission as the contact themselves, which gives more insight into them and the story.
    To add on to this... it is actually important that you do not skip these. Because if you do it's treated as leaving the story arc open (and there's a story mish for each arc) so somewhere in the midst of doing the DA arcs you'll find you cant accept any more missions cause of those arcs being left open.
  12. Quote:
    Originally Posted by PRAF68_EU View Post
    Correct. It used to be the case that blaster melee attacks where just as good as ranged attacks (both had damage scale 1.0), but some time ago blaster ranged attack modifier was buffed, so now blaster ranged attacks are always better DPS. Which is what I have been saying: blaster melee attacks are pointless.

    (where melee attacks appear to good damage, it is because they have longer recharge times).
    Ah I see it's the recharge times that make the melee abilities have higher damage. I guess I should have looked at more than just how hard they hit
  13. Quote:
    Originally Posted by St_Angelius View Post
    Ummmm, you might want to do your maths again. If a one ranged and one melee power on a blaster have the exact same base damage the range power will infact do the higher damage due to their range modifier being higher then their melee modifier. 1.125 for range and 1.0 for melee.
    Maybe you're right... I can only go by the numbers I see in game and in Mid's. But looking at all the melee abilities vs all of the ranged abilities for blasters most of the melee abilities tend to hit harder at similar tiers of the sets than equivalent ranged abilities... maybe the melee abilities just have higher base numbers?
  14. Quote:
    Originally Posted by Yogi_Bare View Post
    I could've sworn I've seen arguments against melee attacks in this thread for various reasons including 'poor damage'.

    But that aside, the ranged attack chain takes precedence and outnumbers melee representation (by at least 3 to 1) for Blasters.

    What I'm suggesting acknowledges that and allows the chain to surpass melee involvement if the player so chooses; taking full command of close ranged and melee ranged damage if they choose otherwise (all without having to rely on their melee abilities).

    It goes beyond your 'strictly' damage interpretation on the suggest[ion] with the addition of the 'chance to' effects (mitigation without sacrifice of playstyle).

    It also allows for supplanting the Secondary Set's melee powers for other abilities (if that's what making Blasters have more parity comes down to.

    Finally, it's generically thematic for a class that specializes in ranged damage.
    I can see your idea working well... IF they'd replace the melee powers. Unfortunately I just don't believe that is on the table. I agree with you that your idea (if melee powers replaced with more utility/survival) would be the ideal.

    As for the ranged vs melee damage... in virtually every case a melee attack or melee aoe of a similar scale is going to do more damage than an equivalent ranged attack or ranged aoe. This is just a fact. Even if both powers say "High" damage the melee will almost always be higher damage.

    What I am hoping we see (beyond snipes being made good and all nukes going crashless) is either a mechanic like Arcanaville has been pushing for attacks to have a sort of splash fear/immob effect or at the very least to see some additional tweakage to secondary powers to add proactive survival effects to some of the existing powers. Make them useful beyond just another damage generator... don't be so terrified of letting Blasters have higher mag controls (dark pit and lightning clap for example could be mag 3 and wouldn't be stepping on controller's toes in any real way).

    Examples of some possible ideas for Blasters that don't require replacing powers with something totally different:

    Energy manip's Stun and Devices Taser could have their range increased significantly to give those sets more single target control without requiring them to get so close to use it.

    Boost Range from energy manip could be renamed and have an additional benefit besides just a range increase... maybe it could work as a break free effect?

    Targeting Drone could provide some minor mez protection (like mag 2 to stuns or something)

    Touch of fear could be made more like Scare from mental manip (ranged fear)

    Chilling embrace could have some minor mez protection (like mag 2 vs hold and maybe some recharge debuff resistance)

    None of the mez prot ideas give comprehensive mez protection on a large scale to blasters and I think I am being very conservative with them. None of the mez suggestions make them too controllery either. It's ideas like these I think are reasonable to expect to see if and when the time comes that Blasters see some changes.
  15. Quote:
    Originally Posted by Yogi_Bare View Post
    Altering a previous suggestion:

    Blaster ranged attacks do damage based on range from caster at the time of attack initiation (far, mid, close and point blank); the closer the target is, the more damage an attack does - This allows the Blaster to have a bit more say on their 'risk (proximity) vs reward (bonus damage)'.

    *In addition*, the proximity could trigger a 'chance to' effect (generic effect: far = none, mid = repel+fear, close = KD+fear, point blank = KB+fear; otherwise, it could be based on the powerset itself)

    *Point Blank damage would also include a chance for small radius AoE damage around the target
    Don't blasters already have this capability to some extent? And by that I mean... blaster melee attacks/PBAOES far outstrip their ranged attacks in damage. They can already do what you're saying and I think that was originally their intent. It just doesn't work out as well as you might think and the current state of blasters is the prime example.
  16. Quote:
    Originally Posted by B_L_Angel View Post
    Please turn that around. "There should be no AT that is more challenging than the easiest and anyone who seeks more challenge from the game is an elitist"
    First of all turning my statement around like that doesn't actually make much sense. Secondly, I have no problem with there being challenge in the game. I do however think there's a problem when only ONE archetype has it to such an extreme compared to the rest. Blasters need parity... THEN we can see about making things more challenging for EVERYONE.

    Quote:
    Originally Posted by B_L_Angel View Post
    Easier, not better, done is done in this game.
    Maybe it's just a matter of perspective. You might be able to finish a mission but you wont do it as safe as another AT and in many cases not as fast either regardless of how many attacks you have. And seriously how many attacks does ANY AT really need? 3 to 4 single target for a full chain (2 in Arcanville's Blaster's case!)? 2 to 3 aoes? Doesn't it seem wasteful to have that glut of extra attacks in both primary and secondary? Don't the melee attacks seem a bit awkward for an AT that is supposed to be ranged and is quite fragile?

    Quote:
    Originally Posted by B_L_Angel View Post
    Because blasters have those powersets they can have a toon that works the way the blaster wants it to. They don't have to do the hokey pokey like dominators. If you play a blaster you can build so you play well at range, melee or well at both.
    You mean the way YOU want it to. And no one is saying or even expecting the devs to rip everything out of the Blaster secondaries and give them toggle shields and mez protection. With that said however, Dominators can typically build for melee OR ranged OR both if they want to AND they have a control primary to boot! I'm sorry but to my point of view that's clearly better than "melee or ranged or both" with NOTHING but insps, pools and temp powers to back you up. Domy has all those too.

    Quote:
    Originally Posted by B_L_Angel View Post
    I find that very enjoyable.
    And you somehow think a few buffs here and there would lessen your enjoyment?

    Quote:
    Originally Posted by B_L_Angel View Post
    I run Carnie, and Malta missions at +4x8 on my blasters. Its far more involving and exciting than running the same on Tanks and Brutes.
    Melee types are traditionally the wade in and mess stuff up guys. They have survival directly packaged into them. But what about Defenders? Controllers? Everyone else? They ALL have better tools to deal with that mission's difficulty than you do. Sure you may succeed in clearing that mission but The rest of the pack (equally built for survival and IO'd out and using insps/pools/temps) are going to not only do it easier than you and safer than you... they are probably going to do it faster than you as well. And since the devs aren't likely to push your Blaster damage up to the point where you could do it faster than them even though they are safer, then it's time to accept that the only way to achieve parity is to really look at where the Blaster deficiencies lie and do something about them.
  17. Survival Is Insufficient
  18. I am honestly baffled by the posts that talk about "blasters are for advanced players" and "Blaster should be left as they are so I can have an archetype that's harder to succeed with"

    First of all, intended or not, that just smacks of elitism. Secondly, parity is important. No one is saying make it "faceroll". But since the devs are not likely to push Blaster damage up to where it "should" be compared to their squishyness, then it is important to shore them up in areas they are lacking. No one wants them to become indestructible ranged attackers, but people do want them to be competitive with other archetypes. It's a flat out fact that currently they are not.

    You know that song "Anything you can do I can do better!"? Yea... that's all the other archetypes singing to Blasters. Sure mid's will show you some nice numbers with a billion inf build and /mental manipulation but in actual game play ANY other archetype is going to have an easier time in whatever scenario you can come up with compared to a blaster specifically because they have more tools to work with.

    Blasters have ONE power set instead of TWO like everyone else... they have "A Damage Power Set". Sure it has twice as many powers as any one of the two power sets that the other AT's get, and sometimes it has a few odd picks that are pretty decent, but on the whole it's just different ways of dealing damage and frankly the game has evolved beyond just how big your dps epeen is.

    A giant epeen doesn't do much good if it doesn't have the stamina to perform :P And that's basically where Blasters are right now... waving around their big sticks and promptly getting deflated by mobs who poor Blasty just couldn't keep up with. Meanwhile Tanky, Trolly, Fendy, Domy, Scrappy, Bruty, Cory, Stalky, Masty, the Kheldy twins and the Recluse twins have all been popping viagra and going strong for years now. They may not have as big epeens but their performance is FAR more impressive than poor Blasty's.
  19. Actually Hybrid Assault DOES affect pets... including Phantom Army and Phantasm and Lore Pets. You simply have to activate Hybrid BEFORE you summon your pets and they will inherit the ability to stack the buff on themselves or do doublehits. I have tested this myself and seen it to be true.

    After specific testing with my Ill/Rad using Assault Hybrid, I can confirm the following:

    * Pets will only benefit from Hybrid when summoned AFTER Hybrid has been activated
    * When Hybrid is deactivated pets will lose their benefits even if the pet duration lasts beyond the Hybrid duration.
    * Phantom Army and Phantasm are both benefiting from Doublehit or the stacking damage buff (depending on which route you choose).

    Also, in cases where the Hybrid toggle bugs out and doesn't shut off, your pets will NOT gain benefits beyond the alotted time even though it may appear your toggle is still on past its duration. You'll also find the cooldown does not begin till you turn off the "non-working" toggle.
  20. Quote:
    Originally Posted by Electric-Knight View Post
    It is rubbish. And I've learned that this is the basis of many people's argument. I don't disagree that Blasters deserve some improvements (and I think that improvements made do not have to be anything close to wholesale changes).
    I do not, however, agree with the basis of which many people are using to judge this and I do not agree with the demand that all should cater to this mindset that the default difficulty of the game is pathetic and has no bearing on balance.
    Unfortunately, the power creep has led to the mainstream mindset/playstyle (true majority or not) to playing cranked up difficulty, AoE and speed through.
    The mainstream playstyle used to be different. Now that people have adopted this and it has become more and more prevalent, we've reached the point where those that see the game that way, believe it needs to be balanced more for that style (that all powersets should fit into that playstyle... even though some powers' balancing factors were designed around a very different pace and approach).

    Whether or not the developers agree and/or decide to... That's up to them.
    And I'm no longer going to argue with people clamoring for it.

    We'll see what happens.

    In the end, I don't imagine that the developers are going to do anything to ruin my fun, so I'm okay with it.
    I don't think the populace at large is clamoring for that kind of pace/play. However I believe the people who play blasters want some parity. They want to be able to stand at the same height as the other AT's (when built and IO'd out just so). Right now they currently don't.

    Ultimately the reason I tend to avoid playing blasters is because it feels like they have only ONE powerset... their damage. They have very little (varies from set combo to set combo) to support that damage with by keeping them alive however. That coupled with very low base numbers from pool/app/ppp defensive abilities means a veritable fortune in IO gymnastics has to be undertaken to even approach (but never match) what every other AT can do MUCH MUCH easier.

    Ultimately I don't think its about letting every run rampant speedy aoe fests but more along the lines of letting that power creep that has benefitted everyone else actually TOUCH blasters cause on the whole it seems to have largely missed them.
  21. Quote:
    Originally Posted by Yogi_Bare View Post
    I know /Dark/ is kind of a stretch but the primary does have an AoE immob, a heal and a hold in addition to the tohit debuff (as to have immediate damage mitigation/denial and recovery).

    The secondary, not so much, but it does have an AoE stun, an immob and a soft control in addition to the tohit debuff (also as to have immediate damage and denial).

    All in all, these are both limited control sets (moreso when combined) and I was being led to believe that control = mitigation = survival (ie. Dominators)?


    I know its nowhere in the league of the Melee ATs but at the risk of homogenization; that's what we're trying to avoid, right?
    I can't see immob as a huge mitigation tool when it really matters. Ranged attacks by mobs (specially mez) can be just as devastating as melee if not moreso at the higher levels.

    I can acknowledge the heal and to-hit debuffs... but you can't use either if you are mezzed.

    The hold for sure is mitigation... but Electric Blast has one as well... and Ice Blast has two. Single target holds, however, don't help much when you meet packs where every single member of the group can mez in some way or the raw damage of just a few is enough to wreck you even if you manage to hold one or two of the mobs before the alpha hits you.
  22. Quote:
    Originally Posted by Starsman View Post
    Not first hand experience but I recall you used to say Sonic was the blaster's "slow but safe" primary, no? Have not studied the set enough to tell if it's anywhere near another AT's "survivable" attack set.
    I'm fairly sure the "safe" part comes mainly from Siren's Song (mag 3 cone sleep so you can single target down the mobs while their friends snooze, permable out of the box), and to a lesser extent Screech (single target mag 3 stun easily permable/stackable which is not unique to sonic)
  23. Quote:
    Originally Posted by Yogi_Bare View Post
    Doesn't Dark/, /Dark or /Mental qualify? [Or are you referring to Primaries/Secondaries as sets?]
    I would say they do... however... those are recent additions and older sets are left behind. And while the newer sets are better they are still hamstrung by the line of thinking that prevents blasters from having GOOD mitigation built in without doing IO gymnastics with set bonuses.

    For example, Mental Manip and Darkness Manip are still both saddled with a number of melee attacks that don't really provide more offense or mitigation. But because all blaster secondaries were originally designed like that the devs have tried to keep within that formula while at the same time improving the lack of mitigation as best they can.

    The problem is that being unwilling to simply change the formula is what is keeping blasters from being fixed.
  24. Quote:
    Originally Posted by Golden Girl View Post
    As more and more co-op/shared zones get added to the game, especially when they'e old Hero-only ones getting revamped, the balance will shift towards the majority of zones accepting all factions eventually.

    I think that a key test of their future thinking will be seeing how they handle the planned revamps of IP and KR - both of those are really too low level to justify the need to team up to save the world, which rules out making them co-op themed zones - but not making them shared zones.
    I hope you're right. I agree that co-op wouldn't make much sense but there's no reason they can't be shared.

    I also love the idea of waking up in the zig or an arachnos prison depending on your alignment and what zone you are in if defeated! Something like that would really make the world feel more immersive.