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Posts
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Quote:With Tip missions the game is too easy and too hard at the same time. Before tip missions the areas that were really hard were all in distinct arcs where I could turn down my difficulty. Now with tips I have to keep my difficulty down or constantly micromanage it because of "spoiler" mobs like the Carnival Bosses. I can defeat the entire mission at +2/x4 for Carnies, but the boss at +2 alone can defeat me with the Dark Servant whose aura floors my accuracy while throwing the mega debuff on me. Really you don't need 70 point debuff swings to make the end game challenging. More and more tip missions have spoiler mobs which means I either have to learn all the missions and micro manage difficulty settings, or I need to just run at low settings.When I see their recent moves in praetoria and in tip mishes, I'm not so sure that they do understand that. Why on gods green earth did devouring earth need a buff vs. defense based toons? I'm not certain on malta, but they seem to have turned my defense based toons into highly heated butter armor as well.
Every other group you run into at lvl 50 on a io'd out toon should NOT make you feel like a lvl 3 blaster with a damage aura.
In addition, there is no incentive to run at higher difficulties. The best rewards in game come from finishing missions regardless of difficulty, and doing it on multiple characters. (That doesn't mean I want the best rewards moved to content where I am forced to group, thanks but no. I like grouping when I can, but I need meaningful solo content because the TFs are too long and I can't commit to them.)
The combination means that I am much better off leaving my difficulty at the default and running tip missions on multiple characters, which is ultra efficient and boring. I don't mind upping the difficulty for fun and being less efficient, but don't make it so every other tip mission there are spoiler mobs that force me to reduce difficulty and be bored the entire mission just to defeat the one boss or mob that throws the spoiler mega debuff. -
Quote:So all my 50s are scrappers, and my blaster just hit 41 so I'm a blaster noob. Anyway I was led to believe that the Cold Mastery shield (like an ice tank) encases you in ice as a constant graphic and the scorpion shield doesn't.If you don't spend them and switch quick enough, you could go with Cold Mastery. The effects can pretty easily be counter to your current theme, but I prefer the other powers in that set to Mace Mastery. Of course you'd have to wait till 44 instead of 41 for your shield if you went that way.
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Thanks for the reply and confirmation!
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Let's say I have like 14 Hero merits gained slowly as I level, and I decided that Scorpion Shield is just too good to pass up.
First, I really have to go all rogue just to get this power, where as the villains get the hero APPs automatically?
Second, if I do this, do the quest line for the Villain pools, and go Hero again will I have that pool even if I respec as a Hero?
Third, will I lose all my Hero Merits I already earned? -
Good god, please no. The game was much worse back then pretty much in all ways.
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Quote:When is i19 going live? Have they even announced a date yet? It seems very early to stop planning characters because of that.First, I would wait to start this character until issue 19 goes live, and you get the fitness power pool for free, or just have a respec ready to go once it hits.
Quote:Next, I would ditch the melee moves (or, if you want to get Kick for access to Tough and Weave, don't bother slotting them). Ice/Ice/Cold is a very controlling combination, and you can be a powerful "blastroller."
Quote:Definitely take Aim. It's worth it for putting strong things down quickly (i.e. trumping a Paragon Protector's Moment of Glory defense boost).
Quote:I recommend taking Bitter Freeze Ray. Yeah, yeah, long animation, whatever... Use it as an opener. Open on a 4 enemy mob, you can freeze 2 by following it with Freeze Ray, and make things much more managable. Or freeze the boss before they can get off a single attack. I find it is worth it.
There's my 2 cents.
Any bosses affected by the stacking holds of Freeze Ray/Bitter Freeze Ray can just be slow kited anyway. -
Quote:If you are going to be a flying ranged blaster, Hover + Ranged cap is the way to go. Don't get me wrong, I love my S/L capped blasters if I feel like mixing ranged and melee. If you want a reliable strong strategy, however, there is no reason a Fire/ blaster *needs* to be in melee so capped Range + flight has better across the board performance than S/L.As far as $5+ billion inf builds go...i'm not feeling it.
Personally if I wanted to build an AV spec blaster I'd go with /scorp app. Having a ranged immob (or even just using it for the -fly/jump, while you hover) is very valuable when it comes to taking out AV's from range.
So that would push toward s/l def instead. After that I'd use the 3 spiders for extra damage. You'll have little issue outdamaging each one so aggro will stay on you (at range) while they chew the AV up. Also put the -res proc in them. With all 3 attacking it will be up very often on a single target.
I'd also include some sort of damage recovery power, which in this case would be aidself. -
The problem with Kinetics is Fulcrum Shift is way OP. You don't want them to port that set because really we don't want them "revisiting" Fulcrum Shift.
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Hey,
I have characters on Champion and while I can log in fine, when I try to enter a mission or go into the Vanguard base my client hangs and times out with a error saying it can't find the mapserver. I repeated it for instances multiple times, and now my character who was zoning into the Vanguard base cannot finish the log in process.
Known issue? Is there a problem with login servers? -
Quote:That's fair.I'm playing a Dual Pistols/Energy Blaster at the same time as an Energy/Energy Blaster. I have an E^3 Blaster, and AR/EM, and an Arch/Dev, all at 50. For the weapon users, I don't notice the redraw much as I follow what I said above: use things in chains. Redraw is all of a second and not that big a deal. I'll love it when BAB finds a way to get rid of it (I was under the impression he thought he found a solution, but then found some way that it did not work).
Still, it doesn't make or break a character. If it did, there wouldn't be Scrapper champions running around with Broadsword/Regens, which I guarantee you has to redraw more than any Blaster really does.
Quote:Just shortening this all down. Everyone knows about redraw. It's there, and an unfortunate shortcoming of the game's engine, but it's here to stay until a workaround is found. You can certainly argue for a buff to Dual Pistols, but you can't do so from the basis of redraw.
"I'm Pistols/Energy and I can assure you, redraw isn't an issue at all."
I feel that's a misleading statement.
My statements about performance of the set as a whole was just to further explain that I don't feel the set was balanced with redraw in mind, and I feel those redraw issues are exaggerated by long animations.
If I was going to suggest actual fixes to the set they would be:
~ Piercing Rounds always does the -Resist so people don't have to ammo dance.
~ Executioner's Shot has a shortened animation since most of it is standing still while aiming your gun.
I hate the throw-my-guns-in-the-air animation of Piercing and would like an alternate animation, but that's not a balance concern.
Quote:My biggest beef with Piercing Rounds is not the animation (though I know some don't like the look as well), but that the -resist is only present in one ammo type. I think it should be around for all of them, personally. Lethal rounds are still going to have the advantage of doing KB to help your mitigation. As for Executioner's Shot, the only way it's not on par with other T3 Blasts is the animation, which is actually the same as Sonic's T3 blast. I think you can make the argument for shortening it (I have myself), but it hasn't happened. Probably because it's hard to make the current animation work in a shorter time period.
Quote:Umbral's suggestion in another thread (don't think I'm misquoting you, Umbral) was to up the damage/endurance/recharge to help it out. Probably the best route to take with this. -
Quote:I think I am letting this discussion get off track here.Moonlighter: Something from my post that you completely ignored: Redraw is only an issue if you're trying to max out your DPS.
What I am refuting is the original statement that:
"I'm Pistols/Energy and I can assure you, redraw isn't an issue at all."
It is. It makes using a lot of secondaries more expensive.
The issue of balance comes up only because I am pointing out that overall DP doesn't have advantages that make it better than other sets like Elec or Fire to compensate for redraw. Archery, on the other hand, is a really good set and one could argue it is balanced with redraw in mind.
I am not talking about max DPS builds, grouping builds, or end game builds with extreme survivability. Those are actually affected less by redraw because they can concentrate on the DP primary in most of their job functions.
I am saying that the very builds you are championing, the middle level solo builds, are the builds most likely to need fast mitigating or extra DPS from using secondary powers and thus are affected most by redraw.
This issue is compounded by long animations for the later single target attack and Bullet Rain.
I am also not claiming the DP should do Fire level damage. Never said that. I am making comparisons to Elec and Archery however since those seem like sets that should provide comparible utility and damage. Archery is just better than DP, and Elec is comparible but doesn't have redraw. That's all I am saying.
I am also not particularly enticed with you claiming DP has so much more survivability than Fire and use as an example a Fire/Fire which is a damage heavy, mitigation light secondary. I like your comparisons to Elec much better.
As for mitigation, Dual Pistols with Fire ammo has only one single target mitigation power. To get the inconsistent knock down mitigation you are talking about (or to go to the less effective Toxic ammo) you are giving up you best damage option which itself isn't better than comparible sets.
Quote:But you're not going to listen to this anyways. -
Quote:It does more damage than Empty Clips, it has similar animation times taking into account ArcanaTime, and it has 20 more range to expand the cone. That's, what, double the AoE area?I cant wait to respec and get psychic scream outta my build.
The animation is damn slow, damage is poor and the redraw after it is a pain.
I just regret I made my dual pistols mental... It gets me mental lol
Hope I can reroll him with martial secondary when I19 is out lol
In addition it's not S/L and provides a substantial recharge reduction.
It's an excellent AoE for a primary set; it's the *only* ranged AoE for a secondary set. It's value isn't in taking it instead of Empty Clips and Bullet Rain, it's value is taking it in addition. -
Quote:Because you are willing to ignore it doesn't mean it's not an issue. Just play Dual Pistols after playing Fire or Elec.Redraw is only an issue for someone trying to maximize their DPS. Any attempt to max your DPS is doomed to failure anyways, unless you're toe-to-toe with an AV or pylon. So the fraction of a second lost to redraw really doesn't matter that much in the grand scheme of things.
Quote:Because neither Archery nor Assault Rifle have to worry about redraw, right?
Archery recently had its animation times decreased a lot to bring it up to par. Assault Rifle has a lot of advantages DP doesn't. One obvious thing is both of these sets have a nuke that can be launched at longer range.
But yes, redraw is an issue for these sets as well. They just aren't as... bad as DP in addition to having redraw. At least not anymore.
All your next comments aim to downplay each redraw instance individually. This does not address my point which is that in total redraw is an disadvantage that crops up constantly in small bits, and DP isn't a strong enough set to warrant it like Archery. I don't have as much experience with Assault Rifle, so if people claim it is as bad as DP then great I am on board with fixing that as well.
Quote:*Not counting Pet summons, Snipes or Nukes
DP: Shortest Animation: 1s, Longest Animation: 2.57s
Archery: Shortest: 1s, Longest: 1.83s
Assault Rifle: Shortest: 1s, Longest: 2.33s
Electric: Shortest: 1s, Longest: 2.17s
Energy: Shortest: 1s, Longest: 1.67
Fire: Shortest: 1s, Longest: 2.67s
Ice: Shortest: 1s, Longest: 2.67s
Psi: Shortest: 1s, Longest 2.37s
Rad: Shortest: 1s, Longest: 2.37s
Sonic: Shortest: 1s, Longest: 2.67s
The cast times are all in a 1-3 second range for all attacks, and DP are NOT the longest attacks. The DoTs are quick-resolving, just like Fire, and it's never had a problem with its damage being in DoTs rather than a single amount.
Quote:Executioner's Shot is about 0.5s longer than most other T3 blasts (except Fire which is much faster), and does comparable or slightly less damage than the others (except Fire which does much more). And not all sets GET a T3 blast. Don't forget that DP can also get Piercing Rounds, effectively giving it FOUR single target blasts.
Quote:Whether or not it's a "decent set" is not quantifiable; it's a matter of perception. I'm finding myself going through missions dealing damage plenty fast enough, after all, I'm still a blaster.
Quote:Are you telling me that you don't revamp your playstyle for each new character you play; that every character you make plays exactly the same as each other?
Quote:Yes, except that it's NOT a limitation. Each set should be played to its strengths, and each set's strengths are different from each others'. If you don't like the play style, don't play it.
Quote:Just because you don't like it, doesn't mean its bad.
Now, to be fair DP has some advantages. Like other weapon sets the nuke has no crash. For Archery and Assault Rifle that is an awesome advantage. For Dual Pistols is pretty cool except for that whole PBAoE thing.
Also, because it has several effects on each attack, you can leverage other sets. I find this particularly useful for the Targeted AoE attacks which as a rule have bad sets available. Being able to slot 4 Slow IOs and 2 Damage is actually useful.
But beyond that? It's pretty bad. -
How anyone can say redraw isn't an issue when it shaved valuable time off Build Up powers puzzles me. Unlike all the other sets, as a Dual Pistol pays a redraw toll often:
~ You pay the redraw toll every time you hit build up.
~ You pay the redraw toll every time you use you ranged immobilize.
~ You pay the redraw toll anytime you want to use a melee attack for snap mitigation or you just want to dart in and make an attack of opportunity because a boss is controlled or stuck to a Brute/Tank.
~ You pay the redraw toll every time you use one of your secondary controls like Lightning Clap or Ice Patch.
~ You pay the redraw toll every time you work in one of the big secondary AoEs like Psychic Scream. And if you are MM and you aren't using Psychic Scream when it's up you are missing out.
Maybe this wouldn't be so bad if the animation times of the higher tier Dual Pistol powers weren't so ridiculously long, or if the AoEs weren't all DoT style deliveries that had you standing there the entire time exaggerating the long animation effect.
Maybe this wouldn't be so bad if the set's third single target damage power didn't have a 2.57 second animation a majority of which is you standing there motionless pointing a gun.
If Dual Pistols was a decent set I could see the argument that the redraw was an appropriate trade off, but... it's not.
Can I revamp my play style to only deliver secondary effects in their own bursts to minimize the redraw? Sure. Should I have to be limited in this way? Questionable, especially for a set that is pretty subpar. -
First, Dual Pistols sucks. It's just awful. But I love the concept too, and thus I am leveling a DP build.
I agree on the Scorpion Shield route. A base 10% S/L defense before slotting is just too good to pass up. That's 4 Kinetic Combats. It *also* bumps Energy.
With that change I would change out the Reactive Armor for Aegis for the F/C defense.
I would also look at Recharge to see if it is possible to go with a Thunderstrike option to cap Energy defense and get Negative up to 30. You give up those tasty 6.25 recharge bonuses in Entropic, but you might appreciate the defense against pure energy and negative types.
Another option to consider is Aid Self instead of Leadership. Your character looks pretty sleak/tech so the animation isn't off for you. I really like the option to heal, and to be honest with all the "keep the NPC alive" content I tend to run solo the Aid Other is actually really handy with a default slot for topping off NPCs. -
Quote:While I agree, a good Blaster with high defenses should be able to manage this with Inspirations now that we can combine three into Break Frees. The mez time should remain relatively low assuming the Blaster is good at resource management. Yes, other ATs don't need to do that resource management but that doesn't mean the game does not provide the tools to deal with this.Lets start with the elephant in the room, a mezzed blaster is not softcapped to anything and there isn't a blaster with any kind of defense debuff resistance either. So when that mezzing attack lands on a blaster half their defense goes out the window and they are taking 4 times the damage. If they haven't managed to eliminate a significant portion of the spawn by the time this happens their lethality drops by a very large amount due to having no aoes covered by defiance's mezz protection. The controls being talked about, are single target controls that scale very badly with spawn size.
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Quote:The end game has a lot of passive mitigation. Once a blaster can really trick out their build and hit cap defense to S/L (or cap defense to Range and use Hover) they don't need to waste attack cycles throwing controls and debuffs/buff to bring their damage up to par. This gives them better burst and better overall damage.The difference is....the Corruptor or Dominator has the "survivability" to actually fully dispense their ordinance until every last baddie is dead...and that is the key difference here.
This makes them simply better at damage output than Defenders and Corruptors over all except for extreme circumstances like Fulcrum Shift.
Doms, on the other hand, and to a lesser extent Controllers can leverage pets to do damage *while* they are using mitigation tools, and they can buff those pets as well. They also tend to have mitigation tools that also cause damage. This is really where Blasters fall behind, but I feel this is more that the pet mechanics of the game are really good end game rather than Blasters being broken. -
The set is bad. If I didn't love my concept and costume I would have abandoned it. It really needs love. Just being a redraw set means it should be slightly better or have some advantage over other sets.
Have Ice and Acid bullets be entirely energy/toxic? Swap Ammo should shine on a player that has learned what enemies are weak to different types of attack types. Just this would mean that against highly lethal resistant opponents people could find a use for the other ammo types.
~ Rework Executioner's to be somewhat useful? Shorten the animation, make the damage worth the time of animation, give it a useful secondary effect; anything to make it not stink. This should be a go to single target attack.
~ Make the -Res of Piercing work with all ammo?
There are lots of things that could make the set competitive. -
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Either way it's weak.
Needing to redraw after secondary melee attacks is slightly annoying, redraw after ranged secondary attacks is very annoying, but wasting any time during a short Build Up effect really should be fixed. -
My katana scrapper with a Katana out hits build up and doesn't need to redraw after it.
So why does my Dual Pistols blaster have to do the annoying spinning gun flip when I hit Build Up and waste precious buff time doing nothing?
(It's bad enough that the upper level Dual Pistols single target attacks have snipe level animations.) -
Quote:Designing around a self rez is so outside my thinking that I can't really give you advice there. It sounds like it could be fun, but the gamester inside me still views defeat as "losing" and it would probably bug me.I also considered just going with recharge and using Rise of the Phoenix in my attack chain if I'll be THAT squishy. Especially at 50 where debt doesn't matter, and I'll be able to deal a pretty decent attack if it gets that bad. This is a REALLY tight build, so I'd have to take out weave, at least until I19 comes around. What interests me is that I could build RotP focused around the stun for the 10% recharge, although its only a 3% improvement over weave with a LotG slotted in, and honestly, I'm missing out on a good chunk of damage if I slot for stun...
This is what I love and hate about the game, so many damn ways to make a build...argh! -
Quote:~ If you don't need the Immobilization protection, Hurdle + CJ can be replaced when needed by Ninja Run. Sadly the end costs on Ninja Run means you will need to click it on and off as needed unless your build is ridiculously blessed with endurance management.I was thinking bout switching cmbt jumping for maneuvre and focused accu for tactics.
Pro: Caps def on every positions (my build is a 1% from cap on ranged def), gives team bonus.
Con: I lose the mini travel power hurdle+CJ.
Endo-wise its about the same, CJ cost almost nothing but Focused Acc is about twice the leadership toggles.
Now the real question is what is Tactics vs Focused Accuracy. Mids states:
Tactics: 7% to hit, 48%perce, 36%res blind
(I dont need the res status on it, tho its always good for the team)
Focused Accu: 5% to hit, 60%perce, 70%res hit debuff, +20% accuracy
~ Focused Accuracy uses much more endurance.
~ On the other hand, Focused Accuracy's 70% resistance to Hit Debuff is better in the late game than what Tactics offers. Tactics is good, but you'll have lots of accuracy for most builds.
Without seeing your build, if you can manage to cap with CJ and FA I'd go that way just because I'd rather manage FA on and off as needed and keep on CJ all the time than manage Ninja Run. -
For mitigation stack defense. A good /Fire build can cap Smashing/Lethal and have 25-30% in E/N and F/C. Recharge only recycles your heal faster.
Think of it this way; the lower the recharge for your heal and the more you depend on it, the more activation time you are wasting using it. Better to have a build that uses the heal as infrequently as possible.
Now, if you are going for maximum DPS then recharging Focus Chi, the Fire build up (can't remember the name atm) and Burn is a much more compelling reason to stack recharge. -
Quote:My belief:Yeah, I'm aware of the taunts... but even with Invincibility the mobs scatter like crazy. I mean I walk into them, hit an attack or two and without even killing the mobs they scatter and just run all-out away.
Edit: Meant the punchvokes, not the aura. Yeah, Invincibility still scatters them like crazy. I first noticed it in AE, so I did a couple paper missions. Same thing. Had a friend try it on his Spines/Willpower, and another on his MA/Fire scrapper. Same thing happened (in both AE and normal missions). No idea why it's happening.
It's because mobs that are debuffed have a much higher chance of running. Your slow debuff in spines sends them running. You see the same thing with the -defense in the sword sets and the -to hit in dark. I have noticably fewer runners with MA.