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Quote:It's an average of 5ish% if you are using it in an AoE AND if you are continuously attacking AND if you have an optimized attack chain AND if you are hitting no less than the optimal number of apropriately conning mobs.Given the cost of LOTG, if this is counted as junk in the markets, with a price reflecting that junk status then it could be well worthwhile. I mean even at 5% it's 2/3 of a LotG at, what you are saying would be a fraction of the price.
I have an energy blaster that has one in Explosive Blast I ran a few tests of my own with it and soloing normally for that blaster who has the power optimized I averaged 3.67% increased recharge.
My Arch/Dev has it in Explosive Arrow and does not have it optimized. He gets .42%. (He doesn't use Explosive often. Time bomb + RoA on spawn 1, LRM + RoA on spawn 2, Trip Mine + RoA + Fistfull + Explosive on spawn 3)
My FF/Dark's secondary build has 3 full sets slotted mainly for the set bonuses. 2 are in AoE powers (Repulsion Bomb and Torrent), 1 is in Force Bolt. None of those powers are optimized as doing so would have dropped me below the soft cap on defense. That toon averages 2.78% -
Quote:As I recall, someone here did the math on it, and it comes out to an average of less than 5% global recharge with an optimum attack chain. Non-optimum attack chain or not attacking continually gives less of a bonus. Most of the player base knows this, that's why its nearly junk at WW.Even after the nerf it is still a great proc. I personally love putting it into any AoE kb power. I wouldn't suggest putting it into every single energy power since it cannot stack. I think you would have better overall recharge by just slotting a generic recharge IO
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Quote:Force Feedback is a special proc. It was nerfed pretty hard by the devs. It's effects supress now.I have one, and I'm thinking of tossing it into Shockwave, which hits multiple targets. Does it get a roll with every cr4itter that is hit, or just the one from activating the power?
For info see.....
Force Feedback Proc -
I believe the "set up containment" is in reference to Hot Feet.
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Quote:No, spraying napalm does both and both powers should be combined into one that does both. If you wave it back and forth on your target it burns in a cone shaped arc that ingnites every thing burnable in that arc AND the fuel that hits the ground continues to burn on the ground.So let me get this straight. You believe it would somehow be thematic, if when firing a flamethrower for 4 seconds into a group of enemies, that things caught on fire, and that there was no chance you could do this without setting anything on fire at all?
See, as far as I can gather, there are two things that flamethrowers do.
Spew flames that make enemies very hot (they must be they seem to be in pain) or
Spew illusory flames which buys you time to toss a tiny incendiary wherever you feel. -
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PM Stratonexus and see if he'll post or PM you a link to one of his fire/fire/fire blaster videos. I know that he uses teleport on at least one of his /fire incarnations.
I'd do it except that I don't have the ability to make videos.
It's quite impressive when you see it in action. -
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Quote:A more thematic way to solve the problem would be to put Build Up in the primary and Aim in the secondary. This would, however, make AR/ combos worse rather than better. Unless the developers would be willing to combine the effects of Flame Thrower and Ignite. Replace Flame Thrower with Build Up and make Ignite an area targetted power that leaves a burn patch where it is targetted but still does it's usual cone type flame thrower damage on top of itWould it be too much to ask to remove redraw only from secondary power set build ups.
It drives me crazy the amount of seconds I lose of build up to weapon redraw, when I KNOW the character can do the animation while holding the weapon with one hand out to the side.
Likely there's some problem, like activating your second set sets you into a completely different animation category that requires your weapon match it (or it's effect) but it really is a pain, since it reminds you of the problem every time you try to alpha with the rest of the team. -
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Quote:Flares is actually better. The additional ticks of fire damage from Blast aren't guaranteed. Both powers can be fired while mezzed. Take them both, use them both, love them both.Here's my 1-38 plan. I'll comment between them to justify my taking certain things. I know some of my personal tastes will flag as errors unless I explain.
1 Fire Blast
1 Ring of Fire
No choice, like Fblast better than flares.
Quote:
2 Fire Ball
ASAP IMO
4 Flares
Crap, I had to choose between Fire Sword, Combustion and Flares. Sine I'm picking up FSC at 10, why bother with FS.
Also as a note, I've been running a Rad/Fire recently and running hero stats. I have Irradiate, Fire Sword Circle, and Combustion all slotted identically. I had identical numbers of activations of both Combustion and FSC but was surprised to see that I had been doing about 13% more total damage with Combustion. Irradiate blew them both away but mainly because it had about 30% more activations
Quote:6 Air Sup
I fly. I don't hover. And Fire shouldn't have redraw.
Quote:8 Fire Breath
10 Fire Sword Circle
12 Aim
Obvious choices.
14 Fly
It's Fly.
16 Build Up
18 Swift
20 Health
22 Stamina
ASAP Buildup pushes the Stamina set back one.
24 Blaze
26 Blazing Bolt
28 Consume
There was a note saying Consume was great with Inferno. No one challenged the person's statement. However, only one out of five of the guides had a person taking it.
Consume is good if you plan on using Inferno as often as it's up. Aim + BU + Inferno, then pop a catch a breath as you are on the way to the next spawn, consume when you get there and continue on with the mayhem. Its a play style choice more than anything. If it works for you, go for it.
Quote:30 Recall Friend
I'm polite to people who slack on the travel powers. But not until 30.
32 Inferno
35 Burn
38 Hot Feet
If you are looking for Immob protection Combat jumping is superior for the blaster. The end cost is negligible and it gives as much immob protection as you are likely to need. (If you get immobed while running CJ you have a more serious problem with incoming damage than with the immob) CJ also gives a little defense to all positions and accepts some very useful set IOs.
Quote:OK, and then I need to pick up something at 41. As much as it is a theme buster, Ice looks good. But having a nine foot huge with as many spikes and horns as you can get on them [imp ears look like horns if with underlord horns and a monocolor jester hat] made of red and black, and then spittin' out ice. Hmm.
For Fire/Fire Ice Epic and building for smashing/lethal defense is a good idea.
Force Mastery is also a very nice epic for a Fire/Fire.
If you go with the Fire epic make sure that you take Rise of the Phoenix. You'll use it frequently.
Quote:Other thoughts are...could I live with just tp as my travel? I've never had tp. I get recall pal since they appreciate it and the rest of us hate waiting.
Again, wonderful forum. Thanks for answering my noob questions w/o cruelty [unless you're having a bad day, and then, sure, kick the dog (me)] -
Quote:I've got a Son/Ice Blaster who, when I'm finished building him, will have 3 Call of the Sandman procs in AoEs (Siren's Song, Frozen Aura, and Flash Freeze), and 5 Entropic Chaos procs in single-target attacks (Scream, Chillblain, Shriek, Shout, Screech)
(Of course, he's not yet high enough for Frozen Aura/Flash Freeze, and I dont have all the Entropic Chaos procs yet...)
HEAL ME! =O
It's like siphon life, only louder
It works quite well. Mine is level 38 and I've only got 3 entropics and 2 sandmans slotted but it's more than enough to replace the health from those mob attacks that get through. I don't have Hasten or Medicine Pool on that blaster and he's quite safe while soloing.
Edit - almost forgot to mention for the rest of the readers (I'm sure Fleeting all ready knows). If you get slept and the proc in your tier 1/2 activates it breaks the sleep. -
Quote:It's a crashless 1/2 strength nuke that you can use at snipe range and it's an extra one since its in an Epic pool. It's recharge is 240 seconds compared to say Thunderous Blast which has range 60, a 360 second recharge, and has an end crash.Personally I hate LRM Missle. Until they lower the recharge time on the power I encourage all to skip it because it can't be used enough to be worth taking.
I really like LRM on my toons that have munitions.
I just wish that it would accept snipe sets. -
Quote:This. Also possibly a TA/AR defender you can build and set your attack chain for massive redraw by alternating primary and secondary powers. You can slot Slug, Buckshot, and M30 for KB, Burst for defense debuff etc.Hm. I'd say a trick arrow/energy blast combo would be pretty bad. All the debuffs would be location based, all the blast would knock things out of locations, and you'd have some redraw as well. that's off the top of my head, though. After Trick arrow, dark miasma and kinetics might be 'bad' choices as well. Miasma does its best work on packed groups and locations, so knock around might be an issue-kinetics benefits from being close, whilst energy blast knocks away. It could still be good for the team, but not as good for the defender.
A Kin/Energy defender would also be a non-optimum choice especially if you slot for knockback. You could spread the mobs out really well so that all your mob targetted buffs are mostly useless.
I would definately go defender so that you get the nearly useless inherent power.
Though if your goal is to be annoying try a grav/FF controller. You can slow a team down to a standstill by keeping force bubble on, wormholing the mobs on top of the squishies or into force bubble so they bounce off and spread out and lets not forget that you can also alternate Dimension Shift with Detention Field so that your team can't kill any thing. -
Spines - Barb Swipe animation time is much too long especially when compared to it's recharge time. Brawl is arguably a better power due in part to the I16 changes.
Wish list - Shield Defense - Active Defense should function as a break free to make the power more equitable compared to toggle mez protection both for the early levels and post defeat/recharge. Reduce animation time to .5 seconds to compensate for forced weapon redraw and to smooth out attack chains.
Wish list - Super Reflexes - Practiced Brawler should function as a break free to make the power more equitable compared to toggle mez protection both for the early levels and post defeat/recharge. Reduce animation time to .5 seconds to compensate for forced weapon redraw and to smooth out attack chains. -
Quote:I have a level 50 Arch/Dev/Munitions that I mostly soloed to 50 and I got there with out even getting the first debt badge. My first and only blaster to do so.My very first level 50 toon was a blaster, that was over three years ago and while I haven't deleted him, I decided after dinging level 50 that I never wanted to play another blaster again (this was in the days before IOs and I tended to end up with more debt than a Third World Country).
Since doing the rounds with controllers, masterminds, widows and tanks I have rethought and decided that I would like to revisit the world of face-planting damage and have decided to make a new blaster.
For concept reasons I have already decided on archery / devices and have played around in Mids to make what I think is a reasonable blaster who, when fully slotted, will have soft capped ranged defence and decent enough damage but I have a few questions:
1. I like to play solo so I need a build that can at least solo an EB and preferably an AV. Soft capped ranged defence is essential but do I also need Aid self? Is it an absolute necessity or can it be skipped?
2. My build has room for either Aim or Targetting Drone but not both. Which is the better power? Whichever one I take will be fully slotted with a full set of Gaussians including the "Chance for Build up" Proc. I have this slotted on my Widow and it does not seem to fire that often on a toggle power to be of any practical use so would it be better in Aim?
3. Which is the better power, Blazing Arrow or Fistfull of Arrows? I ask because I take one fairly early on in the build but leave the other to nearly the end.
4. Is Time Bomb really bad? I ask because for concept reasons I would like to take it but my power choices are fairly limited and if I have to skip it I will
Thanks for any help you can give me
1) It's insanely easy (though time consuming) to solo EBs. AVs are a different story. Soft capped ranged defense isn't essential. My blaster runs about 5% defense to all positions though I do have Aid Self. There are 2 ways to build. Both are mostly dependant on play style. You can go low recharge/high defense or high recharge/low defense (which is what I did).
2) I went with Aim and skipped TD mainly for the damage boost. The hit buff is nice but not essential. The sets that I slotted had lots of accuracy bonuses to go along with the high recharge, Archery has higher base accuracy and I slapped a Kismet unique into combat jumping. Rain of Arrows is a Psuedo pet as is Caltrops, Trip Mine, Time Bomb, and Gun Drone. None of those powers get any benefit from TD because the pulses don't last long enough. Rain of Arrows, Caltrops, and toe bombing with Trip Mine do benefit.
Aim is the place for the Gaussian's unique. If it does proc it will be proccing right before you let loose your massive AoE volley rather than some time while you are standing there resting, setting a time bomb, or otherwise picking your nose.
My Aim is 5 slotted. It has the Gaussian unique, Rectified reticle unique and 3 pieces of adjusted targetting.
3) You'll want all the arrows except the snipe. The snipe takes too long to cast and doesn't do enough damage to serve it's purpose with out build up in the secondary. You'll also want both Fist Full and Blazing as early as you can get them. Blazing for tough targets and Fist Full for multiple mobs that are stuck in caltrop patches.
Skip powers from the secondary instead. Super Speed + a stealth IO means that you don't need Smoke Bomb or Cloaking device. +Acc set bonuses mean you don't need TD and Caltrops means that nothing is getting close enough to Taser (and if it does a Trip Mine should be blowing it up). Skipping those end sucking toggles means that the blue bar gives you no troubles. Gun Drone is another playstyle power. Personally I find the endurance costs and annoyance of constantly recasting to be good reasons to leave it out of my build.
4) Time bomb is an awesome power if you are playing as a stealthy trapper. A time bomb set in the middle of a spawn and then moving behind a wall and casting RoA from out of line of sight will eliminate an entire spawn with out a single shot being fired in your direction. A boss might survive but if you put a trip mine and caltrops at the corner of the wall you used that will finish him off with out him getting a shot off. (Usually the run AI kicks in though in which case Blazing Arrow finishes him off).
If you take Munitions Mastery you can use some kind of nuke type damage every spawn.
Spawn 1 gets a time bomb + RoA. Poof gone.
Spawn 2 gets a LRM and when they get to the caltrop patch they get an RoA (and a trip mine if you set one).
Spawn 3 gets 2-3 trips mines and a caltrop patch. RoA, the Trip Mines, Fist Full and Explosive cleans the field.
By that time Time Bomb is recharged again.
How to take out an EB with out suffering a single attack....
1) Set up all the trip mines in one stack that you can before any of them self detonate.
2) Stealth behind the EB and plant Time Bomb right behind his feet.
3) Run back to your Trip Mine pile and drop Caltrops on top of it.
4) Count to 3.
5) Hit Aim
6) Animate RoA.
If you timed it right the third tick of RoA will be landing when the Time Bomb goes off but the EB won't have moved. The explosion will toss the EB onto the pile of Trip Mines. If you fire Blazing Arrow as the EB is landing on the trip mines the EB should be gone. Sometimes you might have to follow up with a single Snap or Aimed Shot to finish it off. -
Quote:Something no one else has mentioned yet and I built just for the wild AoE KB and the high damage modifier is a Energy/Elec/Fire blaster.I'm looking for the set that would become the most nightmarish force of nature, slotted up for KB and let run wild.
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My first attempt was using a Grav/Storm Controller, the point was most knockUP... in the end lift could throw minions high enough to take damage before they even reached the peak of the ascent, and tornado was enough to drive the most considerate team into madness.
If I was really feeling like ruining all sense in the world Wormhole was there to throw random enemies to the far reaches of the map or raining from the sky in a torrent only to get blown away by lightning storm...
So that's my vote, grav/storm - Cons=Animation time
I'm interested in how a storm/nrg defender or perhaps an SS/shield tanker, slotted for KB in the (in)appropriate places performs.
Slot Torrent and Explosive Blast for KB, Lightening Clap and Thunder Strike for KB, and Bonfire for KB.
All 5 powers 6 slotted with Kinetic Crash give you 15% extra run speed, 12.5% more smashing resistance, mag 15 KB protection for yourself, 30% more regen, and 35% more global recharge. It also gives 173.95% higher KB magnitude (after ED) which gives you lots of personal KB chaos.
Damage slotting is only ~70 percent enhanced which is noticeable but the extra mitigation (and the set bonuses) from the KB Chaos more than makes up for the extra time required to defeat the mobs. The only weak spot is when you are up against things that are immune to KB. -
Quote:IIRC someone ran some calculations and having a force feedback proc in one power averaged out to being a little less than 5% more global recharge. Dependant of course on your attack chain and the proc supression timing.Grr, that sucks that the effect doesn't really work separately each time its use. Knowing this I will have to figure out how I want ot respec my character since I have a lot of free slots now.
My original thought was that with my 86.8% global along with Hasten's 70% I would be able to keep a nice little 5 sec 100% recharge buff going, but it looks like that is impossible.
Your best bet will be to put it in Explosive Blast so that you have the largest target cap available to ensure that it will proc most often when you need it most. If you can get Explosive Blast's recharge down to 5.83 seconds (including global +rech bonuses) you'll hit the supression window pretty well against an average of 5 targets with that recharge speed.
The Explosive Strike chance for smashing damage proc may be a good replacement for the Force Feedback procs in your other powers. -
If you want strong AoE early you will want to go with a blaster or a spines scrapper. Both of those are strong on AoEs early.
The scrapper will be more survivable long term especially mid game where blasters tend to have lots of damage and little mitigation.
As far as controllers go fire/kin is popular but it doesn't get really strong until level 32 when you get the imps and then level 38 when you get fulcrum shift.
The controller that get stongest earliest would be Plant/. Seeds of Confusion comes early as do Roots.
Your best all around bet will probably be a spines scrapper or a blaster with a heavy AoE primary and a very survivable secondary. The best combination in that case would be Fire/Ice with Archery/Ice as a very good second. -
http://wiki.cohtitan.com/wiki/Force_...or_%2BRecharge
It appears to be most effective by having only one and that being slotted in a power with a final recharge +cast time of 15 seconds. -
Quote:That's not always the case. There are several common salvages that are still low in terms of market availability and they fluxuate still based on time of day and day of the week.With no relevance to the rest of your ideas, the market isn't in need of this currently. Right now it's drowning in salvage.
The market looks very much as it did pre-AE at this point. -
Quote:Fire/ is designed to be played in close or melee range.I want to make a Kinetics Controller that plays like a Scrapper, a Contrapper mayhaps.
Basically, I want to use the primary to set up Containment, and then run into melee and bash faces with pool powers and brawl. I'm aware that the character is likely to be sub-optimal, and I'm OK with that. It will mainly be for soloing, as in groups I can just focus on the secondary and my teammates will all be like "I can haz SB nao?"
So here are my questions. What primary do you all think would be best for something like this?
And what would be the best things to prioritize in slotting? I'm thinking I should probably go for defense since I'll be a squishy that likes to be in melee range and damage because, well, I'll be using pool powers and brawl. :P
Thanks for any input!
/Kin is designed to be played in close or melee range.
Stone Epic gives you a melee attack and a short ranged AoE.
You'll want to focus on defense, probably Smash/Lethal since the Stone Epic lends itself well to that.
Pick up the pool attack from your chosen travel power(s) or take and slot up the attacks from the fighting pool, proc out brawl, and go to town.
I'd also reccomend using your alt build. Set one up for melee soloing and the other for teaming. -
I'd echo what Mac has to say and I'd also include the observation that +defense bonuses are better in the long run than building for more hit points.
3% more defense works on every incoming attack where as 3% more hit points only helps once in most battles. -
You could also press the "B" button and play in first person mode rather than third person mode. That may cut down on more of the visual effects though it may take some getting used to.