OneWhoBinds

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  1. I believe I've established by this point that I am both an altaholic, and a masochist.

    Okay, so I've once again found an idea fit for a Dominator. Plant Control/Earth Assault, a match that manages to be thematic, and not have the constant redraw that so annoyed me with /Thorns. So hurray for that, my scientist possessed by an angry nature spirit character is a go.

    But… I've never really gotten into control sets. Highest I've gotten any control set based character has been a level 8 controller. So that's one strike against my Dominator. Earth Assault doesn't have any actual documentation. Strike 2. And the only thing I can find about the pair, is a general proposal.

    So, the questions:

    What are the must have powers?
    Are there any powers I would be better off avoiding?
    Finally, any advice regarding slotting? Especially in regards to how many slots to dedicate to some powers – I get the feeling that slots are going to be at a premium…

    Thank you.
  2. OneWhoBinds

    plant/thorn

    Probably - if you can handle the constant redraw of your Thorns.
  3. OneWhoBinds

    What to make...

    I'm tired... of IO sets.

    So many combinations across all ATs seem to need IO sets to either cover some critical weakness, or to fully take advantage of a power.

    And I am tired of the whole thing. I am tired of trying to micromanage my Inf, my Merits, and maybe scrape enough Tickets together to matter.

    I'm sick of playing toons up to their 40s, and finding I lose all the enjoyment as I start - and fail - to try and include IO sets into their builds. And always finding myself short on whichever currency I need at the moment.

    I know part of this is my fault. I don't farm - I find that boring as all get out. Without farming, it seems I will never make the kind of Influence or Merits I would require. (Even the so-called 'Cheap builds' still seem to run in the hundreds of millions, and I've never gotten more than 30 mil on any toon before. And that by pure luck. And that's not even going into the mess that is the Red Side Black Market)

    Theoretically, the game is balanced around using SOs. In practical terms, I know several of the power sets - especially some of the melee defenses sets - are pretty weak if not supported by set bonuses.

    So what is a good AT and power combination for just slotting SOs (or generic IOs) and going to town? I want at least one toon I can play without having to worry about maximizing my merits, and hoarding my Inf to try to buy a single recipe...

    Thank you.
  4. OneWhoBinds

    Deathsurge...

    When did he get so tough?!

    I've fought this living lightning bolt with several characters in the past. Usually, a PuG of 6 or seven are more than sufficient to bring this GM down.

    Earlier today... he repeatedly wiped out a team of seven - including two corruptors and a MM.

    Of course, my big question is why an /Electric Armor Brute, with all three toggles and grounded - was not only being 2 shot, but successfully sapped of all endurance on a regular basis.

    Did Deathsurge get buffed recently? Or did I just luck out in the past, and 'surge was always this big a pain in the posterior?
  5. I remember reading a list of the new merit rewards, after I16 readjusted them. I have not been able to find this list again. Anyone know where it is? Or - if it actually is gone already - can someone reproduce it?

    ...

    Yes, I've tried searching. I still haven't located it, probably because I can't even remember which forum to search.

    Thank you.
  6. Well, this isn't so much a Blaster Tactics, as it is Tactics in general.

    Problem here is... I'm not such a hot Group Leader. So I think I will have to fall back on an old standby: Pulling.

    Fortunately, this mission is in the sewers, so line of sight breaks are all over. Instead of having the Scrapper or Tanker hit the group first, or the defender try to tank, I would pull the spawn to a different location, where we can all wail on them. Preferably, I will draw them to a corner, where the Stormie can then keep them mostly trapped. Once there, the Tanker and Scrapper can handle themselves, while I start in with my AoEs and/or taking out priority targets.

    The various bosses and LTs are going to be an issue no matter what we do - and the bosses will be there, as you CAN'T turn off bosses in teams.

    It will be slower, but I think this tactic will have the best over all survival. If this still isn't working... well, that's the point to suggest we lower the difficulty (regardless of the Defender's wishes, less enemies/less powerful enemies that we can handle without wiping will be better overall than enemies that are killing us every other spawn...)

    If that STILL doesn't do the trick... well, then we may be SOL. This is especially true do to me usually having a limited play window - as slow as we would be moving in this mission, I doubt I would have time for anything else...
  7. OneWhoBinds

    Perma-Energize?

    Just curious if anyone has attempted to make/play a perma-Energize Electric Armor Brute?

    It looks like it might be possible, but I'm not sure if it's worth what it would take to achieve it.

    Has anyone done this? If so... was it worth it?
  8. Quote:
    Originally Posted by Plusone View Post
    I wanna go with a /wpr build but am torn between fire and elec for my primary. Which one is a better AoE killer?
    AoE? Electric. Fire doesn't even get an AoE attack until level 18, and only has two total.

    Electric gets an Arc attack (Jacob's Ladder), a small-radius AoE (Thunder Strike) the jumping lightning attack of Chain Induction, an AoE KB/Stun power (Lightning Clap), and a Tele-Nuke (Lightning Rod.)

    Even ignoring Lightning Clap, you've got some significant AoE there.

    For Brute AoE, you also might want to consider Claws or Dual Blades.
  9. Oooh... lets try this... from a Sonic/EM and an Arch/MM perspective.

    Quote:
    Originally Posted by Fury Flechette View Post
    Quiz question #1:

    In the following group, who would you attack first?
    a) Tsoo Sorcerer (healer, hurricane, foe hold)
    b) Tsoo Green Ink Man (melee stun)
    c) Tsoo Yellow Ink Man (ranged sleep)

    I asked a number of SG mates this question, and I was fairly surprised at their answers. Assume you're a level 23 blaster, and the minions are orange con, which means you can probably take out one of the minions outright with 1 aim + build up blast but would take 2 shots to take out the Sorcerer. Who would you attack first and why?
    Okay...

    Sonic/EM: Easy peasy. Siren's Song puts all of them to sleep. It's a coin toss which minion I take out first, but once they both are gone, I'll start in on the Sorcerer.

    Arch/MM: I'd open with a quick combo of Fistfull/Psy Scream - If I'm lucky, I'll hit the Sorcerer with both. (I would use Aim+Concentrate... but I didn't take them until 26&28 on this toon.) Either way, after the opener, if they are still grouped together, I'll use Explosive Arrow. If they've spread out, I'll drop Subdual on the Green Ink Man to keep him at range, then focus on taking out the Yellow. Once he's down, I take out the Green. I switch to the Sorcerer whenever he teleports in to get him to GO AWAY long enough to take out the minions. I can take care of him after the small fry are down.

    Quote:
    Quiz question #2:

    In the following group, who would you attack first and why?
    a) Vahzilok Mortificator (ranged -slow, revive fallen cadavers, hard hitting melee attack)
    b) Vahzilok Embalmed Cadaver (explodes, dumb AI)
    c) Vahzilok Murk Eidolon (downgraded from a boss to a Lt, Midnight Grasp, Opressive Gloom)

    Assume you're a level 11 blaster, and have build up but not aim. The Lts con yellow while the Embalmed cons white.
    Sonic/EM: Not as easy as the previous group, by far. The Mortificator has priority - I should be able to keep away from the Embalmed Cadaver long enough to take out the Mortificator. Then I would probably take out the Cadaver quick, to not worry about it. The Eidolon... as long as I keep at range, isn't anything too dangerous. Which is why I went with Hover on this toon...

    Arch/MM: Assuming I see them first, and didn't bumble too close... my first priority is Subdual on the Mortificator. My attacks outrange his darts - if he's immobilized far enough away, he is a NON-ENTITY. Once he's stuck in place, I take out the Cadaver, then work on the Eidolon, while keeping Subdual on the Mortificator for simplicities sake. Once the Eidolon's down, I'll take the Mortificator apart at leisure - if I've done it right, he'll never have the opportunity to attack.
  10. OneWhoBinds

    Shield Binds

    Quote:
    Originally Posted by Garent View Post
    That's going to fall apart if the teammates move at all while you're cycling through.

    What's wrong with clicking on teammates in the team window and clicking on the number key corresponding with the shield power?
    Maybe because... I don't want to use one of the standard number keys for the two shields?

    Numbers 1-5 are for things I need to use regularly and often - generally, Attacks. I don't want to have to use them for the shields, and end up having to reach for awkward buttons for my 'attack chain.' (I am well aware that certain debuffs may be part of that chain, I still call it an Attack Chain.)

    But by the same token, I still need to be able to reaply the shields in rapid order, even in the midst of combat. Thus the reason I am looking into binds and such. To come up with an alternative.
  11. OneWhoBinds

    Shield Binds

    Quote:
    Originally Posted by Fulmens View Post
    I'm still not quite sure I understand the keyboard issue. Is it that you don't want to move your fingers off "WASD"? Are there any keys (like "G") that you could use?
    The issue is two fold.

    First, you are essentially correct. Anything past right of the G on the keyboard is out of easy reach, and it would take too long for me to find it to be feasible. As to why this is, my keyboard is on its own tray, but there isn't room to put the mouse by it as well. End result is that the Keypad, arrow keys, etc., are just not in a position I can use.

    The second issue is my tenuous understanding of binds and macros. I managed to create one to say "Gratz!" once. If I needed to again, I would be lost.

    Trying to craft something that would let me cycle through my teammates, and to apply the sheilds, and is still within easy access? I wouldn't even know where to start.

    And for the record, I did consider both Trick Arrow and Traps. I've never gotten into Trick Arrow, personally. I might try Traps in the future... along side Dual Pisols.
  12. OneWhoBinds

    Shield Binds

    Quote:
    Originally Posted by Katten View Post
    Does your mouse have 5 buttons? Using mouse 4 and 5 bound to the powers via the regular control options (Tray powers 9 and 10) has given me very little hard ship, just click on each teammates name to target and cycle through.
    Nope, only a 3 button...

    ...

    Hmm... maybe I should look into a 5 button though...
  13. OneWhoBinds

    Shield Binds

    ...I'm probable mad for asking this, but here goes...

    I am considering once again rolling up a Defender. My previous experiences have been... less than ideal. While I chose some pretty versatile primaries, I was in turn overwhelmed by the responsibilities required. Heal X, Debuff A on Target 1, Call for AoE Buff, wait, no, need to debuff Target 2 quick... I can't heal again, it isn't recharged yet!

    Yeah, talk about jumping into the deep end... with the sharks, to boot!

    So, in response to this, I plan to try one of the Primaries that have less responsibilities. However, those all have one thing in common: They use Shields.

    Here's the trick - I use a combination of Mouse and Keyboard when playing... but the way my desk is situated, I can not switch between Mouse and Keypad. To use one of the shield sets, I need a bind that I can activate quickly, without needing to use the keypad. Preferable, I would want something that cycles through my teammates, and applies both shields, with minimal buttons hit.

    Has anyone done this? Or a suggestion on how best to go about it?

    Thank you.
  14. Quote:
    Originally Posted by Combat View Post
    I would replace Gravity's phase with the following power:

    (26) Black Hole: You summon an extremely powerful gravitational field within your line of sight. This field draws enemies into it, stop most foes from moving and even immobilizing some weaker foes. In addition, foes may be assaulted by rapidly changing gravitational waves, causing them to be knocked up or down. After a period of time, the black hole disappears.
    Recharge: 120
    Duration: 30
    Endurance: 20
    Effects: Reverse Repel, Knockdown, Knockup, Mag 1 Immobilize
    It has been stated many times that a 'reverse repel' would be impossible.

    Think about it... how would this power work in the terms of game mechanics? The only way I could see it working is by setting up a pet, that spawns another pet by every enemy in its range, that exist only to try and apply a high magnitude Knock Back, aimed toward the original pet. Even that would have issues with placement, and enemies flying too far. Not to mention the whole bit of generating and clearing the sub-pets. You think Oil Slick Arrow or Carrion Crawlers had pet issues... they'd be nothing compared to your proposed power.

    ...

    Oh, and Dark Miasma already has a power called Black Hole. Incidentally, it is the OTHER AoE Phase Shift power in the game. But being in Dark Miasma, with so many good powers, makes its flaws stand out far less.
  15. Quote:
    Originally Posted by Katten View Post
    Another question to add to this, is dimension shift slottable with intangibility enhancements? I know that sonic cage (which I actually use with some regularity as a single insta boss removal) will NOT take intangibility enhancements... which makes me wonder, do intang enhancements actually do anything at all?

    *edit* I see one of the previous posts mentions seeing a change in detailed info about duration... so I assume the area shifts are enhanceable, any idea whether sonic cage (or detention field which I assume takes same rules) is unique?
    The AoE Phase powers (Dimension Shift and Black Hole) can take Intangibility Enhancements, to increase their Magnitude. Not that doing so actually matters any (see Ketch's post.)

    The single target Phase powers (Sonic Cage and Detention Field) can't take Intangibility enhancements. They have inherently much higher values, but (thematically) aren't 'actually' phase powers. They're supposed to represent temporarily capturing an enemy, not phasing them out of the world. While still situational, the single target nature of these powers makes it much more useful than the previous powers. (And much less likely to have your Team mates calling for your head on a stick.)

    There is only one way to increase the Magnitude of the single target Phase abilities - an Endoplasm Exposure Hami-O.

    Ultimately… yes, you are correct. Intangibility Enhancements really do serve no purpose.
  16. Quote:
    Originally Posted by MightyLornac View Post
    If you are willing to sacrifice the .63 ranged def you are getting from Inferno you can pick up Fire breath which will up your aoe damage considerably and you can slot it with posi's blast for some extra recharge.

    Lornac
    I am willing to sacrifice some defense. Everything over 35% is gravy.

    However, is dropping the Nuke wise? I can't recall seeing any advice for any blaster to drop the nuke...

    Also, is Breath of Fire really superior to Rain of Fire? Of course, there, I've seen that advise before...

    Hmmm... I'll play around with a nuke-less build, see what I can do...
  17. Well, here's what I've come up with so far. It's got 40% Ranged defense, 49% Smashing/Lethal resistance, 236% Regen, with Aid Self to boot.

    _-=^=-_

    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Medicine
    Power Pool: Fighting
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Fire Blast
    • (A) Thunderstrike - Accuracy/Damage/Endurance: Level 35
    • (3) Thunderstrike - Damage/Endurance/Recharge: Level 35
    • (5) Thunderstrike - Accuracy/Damage: Level 35
    • (9) Thunderstrike - Damage/Recharge: Level 35
    • (9) Thunderstrike - Damage/Endurance: Level 35
    • (37) Thunderstrike - Accuracy/Damage/Recharge: Level 35
    Level 1: Subdual
    • (A) Thunderstrike - Damage/Endurance/Recharge: Level 35
    • (40) Thunderstrike - Accuracy/Damage: Level 35
    • (40) Thunderstrike - Accuracy/Damage/Endurance: Level 35
    • (43) Thunderstrike - Damage/Endurance: Level 35
    • (43) Thunderstrike - Damage/Recharge: Level 35
    • (46) Thunderstrike - Accuracy/Damage/Recharge: Level 35
    Level 2: Flares
    • (A) Thunderstrike - Accuracy/Damage: Level 35
    • (3) Thunderstrike - Damage/Endurance/Recharge: Level 35
    • (7) Thunderstrike - Accuracy/Damage/Endurance: Level 35
    • (15) Thunderstrike - Damage/Endurance: Level 35
    • (15) Thunderstrike - Damage/Recharge: Level 35
    • (37) Thunderstrike - Accuracy/Damage/Recharge: Level 35
    Level 4: Mind Probe
    • (A) Mako's Bite - Chance of Damage(Lethal): Level 35
    • (5) Mako's Bite - Damage/Endurance: Level 35
    • (7) Mako's Bite - Accuracy/Damage/Endurance/Recharge: Level 35
    • (17) Mako's Bite - Damage/Recharge: Level 35
    • (17) Mako's Bite - Accuracy/Endurance/Recharge: Level 35
    • (34) Mako's Bite - Accuracy/Damage: Level 35
    Level 6: Hover
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 35
    • (42) Blessing of the Zephyr - Knockback Reduction (4 points): Level 35
    Level 8: Swift
    • (A) Flight Speed IO: Level 35
    Level 10: Psychic Scream
    • (A) Positron's Blast - Accuracy/Damage: Level 35
    • (11) Positron's Blast - Damage/Endurance: Level 35
    • (11) Positron's Blast - Damage/Recharge: Level 35
    • (23) Positron's Blast - Damage/Range: Level 35
    • (23) Positron's Blast - Accuracy/Damage/Endurance: Level 35
    Level 12: Fire Ball
    • (A) Positron's Blast - Accuracy/Damage: Level 35
    • (13) Positron's Blast - Damage/Endurance: Level 35
    • (13) Positron's Blast - Damage/Recharge: Level 35
    • (34) Positron's Blast - Damage/Range: Level 35
    • (34) Positron's Blast - Accuracy/Damage/Endurance: Level 35
    Level 14: Fly
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 35
    • (42) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 35
    Level 16: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 35
    • (43) Numina's Convalescence - Heal: Level 35
    Level 18: Blaze
    • (A) Thunderstrike - Accuracy/Damage/Endurance: Level 35
    • (19) Thunderstrike - Damage/Endurance/Recharge: Level 35
    • (19) Thunderstrike - Accuracy/Damage: Level 35
    • (31) Thunderstrike - Damage/Endurance: Level 35
    • (31) Thunderstrike - Damage/Recharge: Level 35
    • (31) Thunderstrike - Accuracy/Damage/Recharge: Level 35
    Level 20: Stamina
    • (A) Endurance Modification IO: Level 35
    • (21) Endurance Modification IO: Level 35
    • (21) Endurance Modification IO: Level 35
    Level 22: Aid Other
    • (A) Healing IO: Level 35
    Level 24: Aim
    • (A) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 35
    • (25) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 35
    • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 35
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge: Level 35
    • (42) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 35
    • (50) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 35
    Level 26: Concentration
    • (A) Recharge Reduction IO: Level 35
    • (27) Recharge Reduction IO: Level 35
    • (27) Recharge Reduction IO: Level 35
    Level 28: Aid Self
    • (A) Numina's Convalescence - Heal: Level 35
    • (29) Numina's Convalescence - Heal/Endurance: Level 35
    • (29) Numina's Convalescence - Endurance/Recharge: Level 35
    • (46) Numina's Convalescence - Heal/Recharge: Level 35
    • (46) Numina's Convalescence - Heal/Endurance/Recharge: Level 35
    Level 30: Boxing
    • (A) Accuracy IO: Level 35
    Level 32: Inferno
    • (A) Scirocco's Dervish - Damage/Recharge: Level 35
    • (33) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 35
    • (33) Cleaving Blow - Accuracy/Damage: Level 35
    • (33) Cleaving Blow - Damage/Recharge: Level 35
    • (48) Cleaving Blow - Damage/Endurance: Level 35
    Level 35: Tough
    • (A) Reactive Armor - Resistance: Level 35
    • (36) Reactive Armor - Resistance/Endurance: Level 35
    • (36) Reactive Armor - Resistance/Endurance/Recharge: Level 35
    • (36) Reactive Armor - Resistance/Recharge: Level 35
    • (37) Steadfast Protection - Resistance/+Def 3%: Level 30
    Level 38: Weave
    • (A) Luck of the Gambler - Defense: Level 35
    • (39) Luck of the Gambler - Defense/Endurance: Level 35
    • (39) Luck of the Gambler - Defense/Recharge: Level 35
    • (39) Luck of the Gambler - Defense/Endurance/Recharge: Level 35
    Level 41: Personal Force Field
    • (A) Recharge Reduction IO: Level 35
    Level 44: Temp Invulnerability
    • (A) Reactive Armor - Resistance: Level 35
    • (45) Reactive Armor - Resistance/Endurance: Level 35
    • (45) Reactive Armor - Resistance/Recharge: Level 35
    • (45) Reactive Armor - Resistance/Endurance/Recharge: Level 35
    Level 47: Psychic Shockwave
    • (A) Scirocco's Dervish - Damage/Endurance: Level 35
    • (48) Scirocco's Dervish - Damage/Recharge: Level 35
    • (48) Cleaving Blow - Accuracy/Damage: Level 35
    • (50) Cleaving Blow - Damage/Endurance: Level 35
    • (50) Cleaving Blow - Damage/Recharge: Level 35
    Level 49: Resuscitate
    • (A) Recharge Reduction IO: Level 35
    ------------
    Level 1: Brawl
    • (A) Accuracy IO: Level 35
    Level 1: Sprint
    • (A) Run Speed IO: Level 35
    Level 2: Rest
    • (A) Recharge Reduction IO: Level 35
    Level 1: Defiance
    ------------
    Set Bonus Totals:
    • 5.5% DamageBuff(Smashing)
    • 5.5% DamageBuff(Lethal)
    • 5.5% DamageBuff(Fire)
    • 5.5% DamageBuff(Cold)
    • 5.5% DamageBuff(Energy)
    • 5.5% DamageBuff(Negative)
    • 5.5% DamageBuff(Toxic)
    • 5.5% DamageBuff(Psionic)
    • 6.75% Defense(Smashing)
    • 6.75% Defense(Lethal)
    • 4.25% Defense(Fire)
    • 4.25% Defense(Cold)
    • 29.3% Defense(Energy)
    • 29.3% Defense(Negative)
    • 3% Defense(Psionic)
    • 6.75% Defense(Melee)
    • 33% Defense(Ranged)
    • 5.5% Defense(AoE)
    • 12.5% Enhancement(RechargeTime)
    • 55% Enhancement(Accuracy)
    • 6% Enhancement(Heal)
    • 21% FlySpeed
    • 76.8 HP (6.37%) HitPoints
    • 21% JumpHeight
    • 21% JumpSpeed
    • Knockback (Mag -4)
    • Knockup (Mag -4)
    • MezResist(Held) 6.6%
    • MezResist(Immobilize) 5.5%
    • 17.5% (0.29 End/sec) Recovery
    • 54% (2.72 HP/sec) Regeneration
    • 3.15% Resistance(Fire)
    • 3.15% Resistance(Cold)
    • 21% RunSpeed
    ------------
    Set Bonuses:
    Thunderstrike
    (Fire Blast)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Thunderstrike
    (Subdual)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Thunderstrike
    (Flares)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Mako's Bite
    (Mind Probe)
    • MezResist(Immobilize) 3.3%
    • 18.1 HP (1.5%) HitPoints
    • 3% DamageBuff(All)
    • MezResist(Held) 3.3%
    • 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)
    Blessing of the Zephyr
    (Hover)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    • Knockback Protection (Mag -4)
    Positron's Blast
    (Psychic Scream)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Positron's Blast
    (Fire Ball)
    • 2.5% (0.04 End/sec) Recovery
    • 1.58% Resistance(Fire,Cold)
    • 9% Enhancement(Accuracy)
    • 6.25% Enhancement(RechargeTime)
    Blessing of the Zephyr
    (Fly)
    • 3.13% Defense(Ranged), 1.56% Defense(Energy), 1.56% Defense(Negative)
    Numina's Convalescence
    (Health)
    • 12% (0.6 HP/sec) Regeneration
    Thunderstrike
    (Blaze)
    • 2% (0.03 End/sec) Recovery
    • 2.5% Defense(Energy,Negative), 1.25% Defense(Ranged)
    • 7% Enhancement(Accuracy)
    • 4% RunSpeed, 4% FlySpeed, 4% JumpSpeed, 4% JumpHeight
    • 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative)
    Gaussian's Synchronized Fire-Control
    (Aim)
    • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
    • 22.6 HP (1.87%) HitPoints
    • 2.5% (0.04 End/sec) Recovery
    • 2.5% DamageBuff(All)
    • 2.5% Defense(Melee), 1.25% Defense(Lethal), 1.25% Defense(Smashing), 2.5% Defense(Ranged), 1.25% Defense(Energy), 1.25% Defense(Negative), 2.5% Defense(AoE), 1.25% Defense(Fire), 1.25% Defense(Cold)
    Numina's Convalescence
    (Aid Self)
    • 12% (0.6 HP/sec) Regeneration
    • 22.6 HP (1.87%) HitPoints
    • 6% Enhancement(Heal)
    • MezResist(Held) 3.3%
    Scirocco's Dervish
    (Inferno)
    • 10% (0.5 HP/sec) Regeneration
    Cleaving Blow
    (Inferno)
    • 1% (0.02 End/sec) Recovery
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    Reactive Armor
    (Tough)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Steadfast Protection
    (Tough)
    • 3% Defense(All)
    Luck of the Gambler
    (Weave)
    • 10% (0.5 HP/sec) Regeneration
    • 13.6 HP (1.12%) HitPoints
    • 9% Enhancement(Accuracy)
    Reactive Armor
    (Temp Invulnerability)
    • MezResist(Immobilize) 1.1%
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
    • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
    Scirocco's Dervish
    (Psychic Shockwave)
    • 10% (0.5 HP/sec) Regeneration
    Cleaving Blow
    (Psychic Shockwave)
    • 1% (0.02 End/sec) Recovery
    • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)

    _-=^=-_

    Inexpensive, it is not, but it looks pretty survivable... at least against things I can keep at range.

    My only issue is AoE - I ended up taking only 2 of the ranged AoE powers, and 2 PBAoEs. As Fire Blasters are supposed to be AoE specialists, I am suddenly worried that I am missing the point... ^^;;

    Any suggestions regarding this build?
  18. (okay, first, check that the forum is Blaster, not just an Archetype that begins with B... Blaster, good!)

    I'm considering a new Blaster character, and looking to be a hover-blaster.

    Currently, I am considering a Fire/MM or Fire/EM blaster, but that can be changed as needed.

    The thing is, I'm trying to figure out how much ranged defense I should try to fit into my build. I know in the ideal, I would get 45% - I'm just not sure that's feasible (may require taking power or dedicating slots in ways I would rather avoid), or even possible.

    Anyone have a suggestion for what I should consider to be 'good enough' ranged defense?
  19. Put this in the wrong forum. Sorry, sorry!

    ...

    Nothing more to see here. Move along...

    ^^;;
  20. Personally, the ones they did look... well, good enough. Nothing spectacular, but nothing too awful.

    My problem is they left three powers without alternate animations!

    Dag nabit, I want my puggalist! I want a boxer, not a kickboxer! (grumble, grumble...)
  21. Yeah, I knew as soon as I bought the latest booster, I was going to be bit by my Altaholism...

    So! Dual Blades and Super Reflexes. There seems to be an amazing dearth of guides regarding the former. The latter is very simple in concpet - need to take everything, except perhaps Elude, if I invest enough to Soft Cap. In practice... while I can be certain that some powers (like Practiced Brawler) need to be grabbed right away, I'm not entirly certain what can or can not be pushed back some for other powers.

    One thing to note, though, is that I intend to use Ninja Run for my travel power, so I'm not sure I'll even be dipping into those pools (unless I need Combat Jumping for some reason...)

    So... does anyone have any advise regarding this combo? Especially the Dual Blades side of it?

    Thanks!
  22. Quote:
    Originally Posted by ABC123 View Post
    Is the game unplayable now ? On some servers it currently is, the lag has been incredible since the booster pack went live. Is it the booster pack causing the issues who knows? The point is this wasn’t happening before this booster pack.
    Give it a week for the novelty to wear off.

    And, to be honest - if you think this is bad, just think back a few months. Remember Atlas Park after MA was released? Even low population servers where choking on the Atlas traffic then. This booster is nothing compared to that!
  23. Although I bought it the booster, I wasn't sold on the Ninja Run power. At least, not until I did the introduction to Oroboros arc, and the ended up back in Outbreak.

    With the new Exemplaring system, keeping everything through level 6 helped loads. But with Ninja Run at level 4 - I was doing flips over the rooftops between the groups I actually needed to take out.

    (Of course, it would have helped more had I remembered to adjust my challenge level - at level 38, my scrapper can handle fighting groups designed for 3 heroes. At level 1, even with added powers? Not so much... I burned through a lot of Insp getting through that... ^^;; )
  24. I came across a costume piece called "Sonic Vision"...

    It doesn't seem to really fit the theme... is that supposed to be there?

    Also, if there's a new chest detail option, I can't find it...
  25. Quote:
    Originally Posted by Seldom View Post
    I always thought the power should be a toggle.

    Activating the power causes the 'plant bomb' emote, and spawns an untargetable bomb at that location. (This first part being interuptable) After that, deactivating the toggle power 'kills' the bomb pet, triggering a massive explosion.

    Viola! Time bomb is now a remote controlled bomb!

    Eh. Just what I'd do with it.
    Heh... How about a Dead Man's Switch power. You die when the power's active, big boom!

    Sadly... I think that would be more useful than Time Bomb...