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It also gets four (pretty substandard by blaster standards) single target attacks, five if you count the snipe
[/ QUOTE ]C-bolts, L-bolt, Zapp, Chilblain, F-fists, I-sword, F-touch, and voltaic sentinel if you want to count that as well. So that makes 7/8 -
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Id like to see how they would do against statesman unleashing AoE murder. He wont be held all the time
[/ QUOTE ]Why not? Surely 8 doms could stack enough holds to overcome triangles? -
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I think you'd need to have atleast a 10 min attack chain thats min/maxxed adding up all potential numbers able to hit too eek results out taking into account what you can get to an end bar, how long end rec takes and then decide who has most raw damage potential and then on who has most survivability to conduct so much damage before defeat.
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Where as I think you would get a better idea playing the game and seeing how the sets work, not crunching out 10 minutes worth of hypothetical numbers. Blasters, Defenders and Controllers, are just not as simple as "run up and hit it and use the optimal pre-calculated attack chain for the best DPS", you really do have to approach them with a certain flexibility, or you'll spend a lot of time looking at the floor from very close up, particularly with Blasters.
[/ QUOTE ]That depends on whether the aggro is controlled or not, really. -
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Elec/Ice:
Lightning Bolt -> Ball Lightning -> Frozen Fists -> Ice Sword -> Freezing touch -> Thunderous Blast
10,93 seconds animation time, ~648 damage at L50.
BS/***:
Hack -> Slash -> Slice -> Disembowel -> Head Splitter
11,21 seconds animation time, ~527,39 damage at L50.
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Against what?
[/ QUOTE ]Even level foe with no resistances. -
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Scrappers seem to critical against bosses a lot more than 10% of the time, although that could just be my perception. Thunderous Blast is hardly part of the standard attack chain. Add to the fact your blaster is a lot squishier and probably isn't just using attacks, unlike the scrapper who will probably attack pretty much constantly. The Blaster I would imagine would use both Tesla Cage and Shiver in their attack chain, both of which have long animations, and may also use Ice Patch, although that'd be less likely in a team situation. Factoring everything together, there really shouldn't be a great deal in it.
[/ QUOTE ]Of course, this won't be happening under normal situation. I just proved that it can happen. -
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Max, although you're not looking at aim, you're also not taking criticals in to account, it'd be a close run thing, but I think the Scrapper would probably have it in single target.
[/ QUOTE ]Against minions, there's a 5% chance to crit. Against higher ranking NPC's, the chance is 10%. That would still not bring the scrapper chain to the same level with the blaster one, even if you don't apply aim or defiance. -
Those are the 5 attacks with best DPA (Damage per animation). You could potentially get better DPS with removing disembowel/slice and adding another hack in the end though, now that I think of it.
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Better than ever! And just an FYI people, Ice storm was not nerfed IIRC, and should still be awesome.
[/ QUOTE ]It's a pet, so it shouldn't be affected by containment.
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Wrong. From the patch notes:
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Ice Mastery/Ice Storm: Removed unresistible PvP damage and added Containment.
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[/ QUOTE ]Oooh, when was that? -
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However, this sounds a pretty fair balance. Tauntless tanking is now viable, but not desirable. Which is about right to me.
[/ QUOTE ]On that I agree, we shouldn't be able to hold AV aggro 100% reliably, but we should have a good chance to hold it, which this offers. -
Take a look at the NoFuture numbers, all modifiers are already factored in.
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Only fire manip has decent AoEs.
You could argue all blasters do more ST damage than any scrapper because they have 2 damage sets while scrappers only have one. I'd love to see how elec/ice will outdamage BS/regen.
[/ QUOTE ]Well, I did some maths on this. According to my calculations (Using numbers from NoFuture), I came up with the following attack chains (I tried to get them close to 10 seconds to get the approximate time of BU effect, but they got closer to 11):
Elec/Ice:
Lightning Bolt -> Ball Lightning -> Frozen Fists -> Ice Sword -> Freezing touch -> Thunderous Blast
10,93 seconds animation time, ~648 damage at L50.
BS/***:
Hack -> Slash -> Slice -> Disembowel -> Head Splitter
11,21 seconds animation time, ~527,39 damage at L50.
These are with no enhancements, and no buffs. This means that we're ignoring aim, which gives the blaster additional 62,5% damage buff. I also ignored criticals and defiance to simplify the calculations.
EDIT: Also, I did not calculate in voltaic sentinel, which would boost the blaster damage further. -
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Better than ever! And just an FYI people, Ice storm was not nerfed IIRC, and should still be awesome.
[/ QUOTE ]It's a pet, so it shouldn't be affected by containment. -
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Gauntlet and aura only will still be poo, due to AI, the AVs attacks and different team make ups. Taunt adds flexibility. If you dont have it, you cant guarantee aggro consolidation against any AV in any given situation with any given team versus any effect and so gauntlet and aura only will always be poo.
[/ QUOTE ]So because it works 99,9% of the time it's [censored]? -
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Some interesting discussion in this thread on the US forums including a more detailed explanation from Castle on how it works.
[/ QUOTE ]That thread is quite amusing, since 95% of the posters don't seem to understand the changes. -
Whenever your henchmen are set to Defensive&Follow, and are within 60 feet of you, the incoming damage to you is distributed across you and your henchmen. You take two parts of the damage, while each henchman takes one part. Thus, with 6 henchmen out, in range, and set to defensive&follow, you take 2/8 of the incoming damage, and each hench takes 1/8.
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I'm sure if you slot all your other shields for Def, then 3 def in overload is putting you over the cap. I thin I have 3 recharge, 2 Def. it really is just an emergency power IMO.
[/ QUOTE ]It gives 45% def unslotted, so against foes with no extra ToHit, you're already capped. -
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DOes anyone have a linky to gauntlet / aura changes. I read somewhere that auras will have to pass a "to hit" roll at -20% accuracy to keep a AV interested.
If this is the case, I cant see taunt being anything other than invaluable im afraid.
[/ QUOTE ]I recall somebody (_Castle_ maybe?) saying that even with the ToHit penalty, a tank who has aura on and keeps attacking the AV should keep his attention for most of the fight. -
I'll try to be there, got a controller and PB both at L27.
EDIT: Cynic would also want to sign up with Miss Taik, L32 Fire/TA. (He can't access the boars from work) -
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There's no point to get a dominator to fight AV or GM.
[/ QUOTE ]Not really. While their damage output is smaller that other AT's, it's still better than nothing. -
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There's no "Entities Autohit" part in the table, so can't see why it would be.
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well, what is its base acc then?
[/ QUOTE ]1, as it says on the stat page -
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hum.. mince alors si je veux faire cette TF il faudra que je la solote, car etant grav/thorn j'ai pas l'air d'avoir grand chose a offrir dans cet liste : /
[/ QUOTE ]Wrong board? -
There's no "Entities Autohit" part in the table, so can't see why it would be.
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The special is:
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-20% Defense to Self for 10 seconds (after 120 second delay)
10 second OnlyAffectsSelf (magnitude 10) to Self (after 120 second delay)
-25% Endurance to Self (after 120 second delay)
[/ QUOTE ] As seen here. -
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Looks like you're doing good so far, but as you hit higher levels you'll need to concentrate on the buffing side of powers as much as the healing side.
[/ QUOTE ]I'd say even more than on healing, in a well working team healing often isn't necessary, at least often
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Depends on who you are teaming with
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