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Posts
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Boost range does nothing for HoB.
/EM offers stacking (single target) stuns, power boost which doesn't increase KB and only measurably helps with the stun (or Hold) in Suppressive Fire, Conserve Power which is best with a set that has an end crashing nuke (which DP does not) or fast animating, end chugging, powers (like Fire/) which DP does not have either.
The only real synergies are yet more stacking stuns with Suppressive Fire using standard ammo (redundant since Stun and Total Focus from the secondary will reliably stun a boss) or the range increase for the TAoEs which is the same synergy that /EM gives any other set so nothing unique there. -
Play something other than DP as a blaster. DP is fine for corruptors or defenders. The long animations make it not so good for blasters.
The best thing about DP is the sheer number of procs you can pack into it. Since procs give the same benefit no matter which AT uses them adding procs (especially damage procs) is better for a low damage AT like corrs and defenders.
Blaster survival is all about killing quickly. You want quick hard hitting animations and a secondary that either helps you kill faster, or one that increases your chances of survival while maintaining the kill speed of your primary. -
You can go the other way and trap yourself in redraw hell by rolling a defender and selecting TA/DP.
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Quote:I believe that you are simplyfing this far too much and you have also left out some important information, possibly to make the set look better than it is.I know we're just dealing with opinions. I'm not the appointed flag waver for Electric Control, but I'm forced to respond here before this can gain roots. Electric is a low damage set, but the lowest? No. Nor is the comparison to Gravity really valid.
A lot has been said about the chaining issue and the fact that it can miss a group 1 in 20 times. What is not said is that the recharge time of the chaining powers is very low. Synaptic Overload is a non-aggro AoE confuse on a base sixty second recharge. It does have a 1 in 20 chance to miss. However it also recharges 4 times faster than Mass Confusion. The odds of it missing all 4 times are not 5% (1 in 20) but 0.000625%. Meanwhile the odds of Mass Confusion ever recharging faster than in about 60 seconds are zero.
Seriously, the power is a ranged Seeds of Confusion that does not cause aggro! Read that again and let it sink in. For the price of missing less than one percent of the time compared to the timetable of Mass Confusion, and missing 5 percent of the time on the timetable of Seeds, you get the a ranged non-aggroing AoE mezz on the same Recharge as Mind's Control's sleep power. The odds to hit 16 enemies are exactly the same as any other power. The only downside is that it will sometimes not work. And if that happens, the enemies aren't the wiser, and even if they are the power is back up in 30 seconds on an average build, and 13 on an IOed one. It may not be your cup of tea, but to say this set is worse than Gravity is, IMO, taking it way too far.
As for Jolting Chains: it's just ok. But it's also just one power. Fire has Bonfire and Plant has Spirit Tree and that one power is "just ok" but not proof those sets are broken.
The set is lacking in hard controls especially in the early levels. (Though it does have a plethora of soft controls).
The chaining effect isn't as simple as this:
Quote:It does have a 1 in 20 chance to miss. However it also recharges 4 times faster than Mass Confusion. The odds of it missing all 4 times are not 5% (1 in 20) but 0.000625%.
Chaining powers also suffer when up against a spawn containing armored targets (think Crey and PPs for example) as the chain is much easier to break in these cases or when the mobs are spread out far enough that the chain jumps to a mob that is a bit out from the rest of the spawn and then there are no legal targets near enough to jump to. This will also break a chain.
Chaining powers also take a finite and measurable amount of time to jump from target to target. If the targets (in the case of Synaptic Overload) are aggroed before the chain is complete (quite typical when gremlins are out or while teamed) or if a proc is placed in the power (nullifying the stealth aspect of the chain) the controller can be defeated before the power finishes chaining. In higher levels (when the powers actually can begin to come in to their own by having an adequate amount of enhancement slots assigned to them) the spawns can be defeated by the rest of the team before chaining is complete.
The absolute worst problem even with quick recharge is that 5% (or more if acc is low) of the time the power will fail completely. In the time it takes for the power to recharge and be applied again the controller can easily take enough damage to be defeated.
I still stand by my opinion. It's not a really good set for teaming because of its lack of hard controls, all the chaining delays and the 5% (or higher) chance of complete failure every time a chain power is used.
It's not a good solo set for the above reasons plus the low damage output.
If I had to sum it up I would call it the Murphys Law set. The time the chain is going to fail is the worst possible time for it to do so.
Edit - Don't get me wrong I'm not saying that the set may not be fun to play. I'm responding from my own point of view and my experiences in the closed betas. The OP's question was in regards to which of the unique mechanics are best. IMO the mechanics of DP and elec control are not good mechanics and are actually disadvantageous as currently implemented especially when compared to existing sets with "standard" mechanics. With that in mind kin melee's siphon is the best unique mechanic of the new sets. -
Quote:IMO, Dual Pistol's swap ammo power, causes the set to give up too much raw power in exchange for not enough utility. The long animations and low damage, long recharge, PBAoE nuke make playing the set as a blaster problematic, though for defenders and corruptors I'd place it at just slightly below average.Three of the new power sets Duel Pistols with ammo swamp, Electric Control with chained powers, and Kenetic Melee with its Siphon all have new and slightly different mechanics to help set the power sets appart rather then just the normal same powers/different secondary effect that some sets have.
My question is what do you think of these mechanics and which do you think is the most fun/best mechanic?
Siphon I think I like. KB powers in general don't bother me so much but I know that a lot of players are unhappy with having yet another melee set for armored ATs with KB powers instead of KD or KU. It might be nice if the devs made an internal rule that melee sets for scrappers, tanks, brutes, and stalkers be made with mag .7 KB max. (Secondary power sets for blasters should retain their KB) Any player that wishes to have knockback can always slot it for additional KB mag. Other than that the only thing that is a problem with Kin melee is the longish animation on all the top tier powers. That's not a huge deal on an armored melee class though.
I'd have to say that the chaining aspect of electric control is a weakness rather than a strength. For a squishy class like controllers and dominators having an AoE control power fail completely (which it will do at least 1 application in 20) is a problem that will be hard to accommodate especially since the power(s) aren't any better or stronger to off set that. IME electric control is a solid contender for least controlling AND least damaging control set. Edging Gravity out of it's long established place at the bottom.
Out of all the new power sets I will not play a DP or Elec control on Live. They do not fit any of my various play styles and I won't adapt my play styles to accommodate the new sets. That would not be fun. Kin Melee is interesting. I'll probably make a Kin/SR scrapper on live and see how it goes. Even though I am much more of a blaster/controller player than a scrapper player. -
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If you are serious about selling commons then memorize the common recipes to cut your costs and eventually go for field crafter.
I've made 2 billion since I9 hit just crafting and selling commons in the 35 and 40 ranges. They move fast. You can easily sell an entire market slots worth 3 times a day (5 times a day on Fri, Sat and Sun) -
Lets see where to start:
Blaster Primary
Dual Pistols - Every thing in this set with the possible exceptions of Pistols, Dual Weild and Executioners Shot. (Non-Gun Fu, preferably Wild West, Malta)
Ice Blast - Bitter Freeze Ray (have the character's focus be on the target rather than looking at each hand)
Sonic Attack - Sirens Song. Less finger waving - also a more melodic sound effect if possible (actually more melodic sound effects for all of Sonic, shrieking like a hawk, eagle, banshee, or Siren from the Roman myths would be much better than the current sound set)
Blaster Secondary
Electric Manipulation - Thunderstrike/Total Focus (perhaps a fists together, down on top of the head blow with out the leap)
Energy Manipulation - Stun (no ideas here but the current animation certainly doesn't have the right feel for what the power does)
Ice manipulation - Frozen Fists. Something not fists - perhaps another sword attack or a single punch without the elemental coating on the hands (perhaps just a customizable aura) with an elemental flash/burst that leaves elemental traces behind like snow flakes and shattering ice crystals. Same for the stone fist power in Stone Melee. I dislike the animaton on these powers so much that I have never taken the power in Ice Melee and my Stone Tanker stopped using it as soon as I had stone mallet available.
Scrapper Primary
Broad Sword - Parry. This animation doesn't look like a parry. No ideas on alternates.
Dark Melee - Shadow Maul. The problem here isn't that the animation isn't a good one. It's how the power functions. I always find it frustrating that it only makes one hit check and then each potential DoT tick misses while I stand there whiffing back and forth obviously too stupid to realize that I have missed and try something different instead (hits are a different matter it's the feeling of wasting too much time on a miss that's the problem). A single massive attack with the DoT applied in ticks after (animation change) or a separate hit check on each tick (power change) would be better.
Electric Melee - Jacobs ladder (no ideas)
Pool Powers
Flight - Hover. Allow the use of the flight poses again and/or allow it to use the standard flight animation all be it at a slower speed.
Medicine - Arcane version please. I know it would be more work but 5 total sets of animations (one for each Origin) would be ideal for this pool.
These are the ones off the top of my head that I have the most trouble with/avoid at all costs. -
Quote:Just so there's no misunderstanding, When GR goes live there will only be ONE market. It will not be blue, red or any other color.
I'm totally saying that it's probably not worth it to burn Alignment Merits for purples unless you just CAN'T score the one you want.
PVP IO's are a different animal altogether. I envison some of the "I hatez the market and marketeers must die!" people burning tons of time building up alignment merits for PVP IO purchases. But it won't really affect the prices of the PVP IO's at WW, BM or on the grey market.
People who don't want to burn the time and effort necessary to pick up AMs will pay the "Buy It NAO!" tax either on or off the market.
If you want to give it a color I propose $$$ Green -
Quote:This would be the post I agree most with. It's not really a good team controller since in the time it takes to completely sap a spawn the team will have killed said spawn and it's lacking in team effective controls in most other areas until high level when you get synaptic overload.I fell in love with Ele/Rad. Chocking cloud plus conductive aura is quite fun. Opening with the area sleep was very nice solo. The chaining confuse is a nice twist. I'm not 100% sold on Jolting Chain as a control power yet.
Electric overall- Not the most controlling set, not the most damaging set, but I enjoy it.
For Solo play as a controller it can be quite safe since you can sleep the spawn, move in and drain all the endurance out of the spawn, and then begin killing the spawn. The lack of damage of course will make soloing problematic.
I would say that the very best combination for Elec would be as a soloing Elec/Psi dominator where the lack of damage in the primary can be easily off set by the secondary. -
I was underwhelmed by DP during closed beta. It's damage is only comparable to energy blast while using incendiary rounds. Any of the other types of ammunition puts it at second to last for damage output.
If you don't like gun-fu you'll hate the animations and I would recommend avoiding the set completely for that reason alone.
DP as it stands now is not a good blaster set though it is a decent defender secondary/corrupter primary.
The only thing that DP excels at is the sheer number of procs that you can pack into it.
I'll add my vote to rad/fire. If you like to blap (and I do) this is the combo that's for you. -
Quote:Sounds about right to me.... from the dev standpoint. At one time we were told that Purples would never be made available to purchase with merits because we couldn't hold enough merits to afford one.at least 1250 merits and 500 mil inf for 1 pvp IO.........you gotta be kidding me.
Since we can hold 9999 merits the dev vision has obviously dropped quite a bit.
Making PvP IOs available to those that hate the I13+ PvP seems like a good move to me. -
Chance to heal "can" be useful to a blaster. Entropic Chaos chance to heal slotted in the tier 1 and 2 primary, and the tier 1 secondary will allow a blaster to break sleeps since these can be fired while the blaster is mezzed.
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The power set that can accept the largest number of damage procs is DP. In my book that is its one and only claim to fame.
A Storm/DP defender would be your best bet for maximum damage procage. -
If the OP started playing a few months before registering on the forums (like I did) (s)he should all ready have it. If not, well then in just a few short months.
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Take super speed at level 6 slot a celerity in it as soon as you can slot one. You get PvE invis that you will always have no matter what level you play at for a single power pick, a single slot, and minimal endurance use. you also get the fastest travel power (barring range boosted teleport) in the game.
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Quote:I'll echo this. Plant starts strong and stays strong and is useful both solo and teamed.First Troller? Plant naturally, it's the easiest one to start off with and right up there with Fire or Ill as the most powerful.
I have a Plant/TA/Fire and I can lock down entire spawns while teamed and still do damage fast and efficient enough to solo farm. -
Quote:Ranged defense set bonuses are also quite useful here. You can handle the alpha of a +0/6x spawn with a half-ish bar of health left depending on the RNG with about 25% ranged defense. It makes the purple insps stretch quite a ways.What travel power do you have? Another strategy with Ice/ is to stealth up to the spawn (SS with Stealth proc or the Stealth power) and use the AoE sleep. That has worked pretty well for me in the past.
Edit: and as the poster above me pointed out popping a purple or two always works too. -
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It's not needed at all. SS + Steamy mist = invis in PVE. I'd slot a Zephyr -KB and a Zephyr run/end.
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This is how I would slot it for farming.....
Level 8: Hot Feet -- HO:Nucle(A), HO:Nucle(9), HO:Nucle(9), Sciroc-Dam%(11), Erad-%Dam(11), ImpSwft-Dam%(13) -
Quote:Indeed. Mine is definately a non-standard build. I tend to make non-standard builds just to see what I can do with them and then am surprised at just how well they work. They often become favorites after that.I would suggest that Mental Maden and I are suggesting a pretty standard build, while the others are suggesting somewhat unstandard builds.
My Energy/Energy/Force blaster is built as a blapper and it is my main. The Fire/Storm/Stone I mentioned is one of my more fun non-standards and sees lots of play time. -
On my squishies I tend to go for Ranged defense first, AoE second and then hover out of melee range for the most part. It tends to be much cheaper to build for ranged than Smash/Lethal anyway and most squishies (except for blasters barring /Dev) have tools to keep large groups out of melee.
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I'm going to throw you a curveball here Akia and reccommend a Hurricaneless Fire/Storm/Stone build.
Focus on recharge and stacked stuns.
Your primary powers in this case will be Flashfire, Thunderclap, and Fissure. With those 3 powers you can keep entire spawns stunned while you melt stuff with Hot Feet, procced Fire Cages, and Fissure, Imps, and Tornado.
Seismic Smash will stack with Char and Cinders if you run into things that are stun resistant.