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Oh nearly forgot, the fire/ AoE story. The 'AoE' strength of fire isnt the primairy, but their secondairy. Only firebreath/flameball are the primairies effect of AoE, but can be countered easy with elec (ball lignthing and shortcircuit).
Elec is even stronger, since next to the target-AoE the other is a PBAoE, wich synergies stronger with the 3 /fire PBAoEs. Added the drain that suits consume, making toe-to-toe fighting against no-endurance mobs safer then having fire/. -
caltrops - this power has his strength due the fear it cast. Mobs try to run away from it, upto bosses. AV/EB recently been pathed to less likely try to run of it. Although mobs can still atack, it can lower the incomming damage massively.
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Some i've seen, yet some based on experience:
LRM rocket is a snipe, thus have to be used as 1.
Ignite is 1 of the strongest powers i've seen, once u imm or hold a mob (specialy AV fights this is quite easy) having a BU /secondairy and hasten it does tremendous DoT damage.
Bonfire is what fire epic can make teams go insane. If u put it at the wrong places, mobs will scatter all over te place instead of having them packed nicely. Kinda compared with nrg blasters.
Note to nrg blasters, the castingtime is rather annoying long. Even the startoff power has longer casting then others, higher lvl about the same. But used properly, the cone knockback is a awsome strong power.
EMP of ele is stun, not hold (or it was the defender one). The -regen only last about 15 seconds, but combined with /nrg powerboost its a insane strong power. sadly uber long recharge. The drain is very strong, PB/3slot endmod drains equal lvl bosses.
Cold mastery next to force is the strongest in PvP. The toggle -spd/-rch is very strong, hibernate is just fun and shield helps alot. Flashfreeze is great on range, unlike /ice 38 power. Added that it has a way larger radius, making the 38 power quite lousy (it has 10 or 15ft iirc).
/ice hold power is melee, sometimes abit dangerous compared to /elec hold or a epic hold.
I'll add some stuff later if i can find any, thus far, very very nice guide. -
Cryo - slug
LRM - snipe shot with rocket from council guy
Sleep - grenade with smoke
But all with the same gun (thats why it synergise so great with AR sets). -
I do wonder what Arch/elec will do with RoF and a 8 times powersink
Strongest i've seen with AR is 9 stacked ignites, i gues with 1 tanker and stacked immobilize it wouldnt even have probs with AV's. -
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have tried to add a couple of recent level 50 toons to the list with no success, maybe moderator hasnt been updating.
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They should be added now, sorry had some RL issues to handle the past weeks so had little time to keep working on it. -
Your playstyle is what your blaster makes it unique. Ranged or melee, mixed or combo, its what you like most. You're not playing wrong if u stay ranged being /nrg, neither if u go melee while being AR.
Each set can be played differently, even the same set can be played differently. Depending on the mobs, u even have to play differently (some mobs u dont wanna be with on melee range). -
Too bad both still cannot compete will ice, fire or elec primairy set. (nrg somewhat more, as that one is borked).
In terms of fly-by shooting and spamming skills. -
I think mine will be kill-wise close to 0%, damage wise not much higher. Granite's are just not build to kill (unless i want to
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However RoA also have 60 sec recharge, imho FA still looses.
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However perma hasten is still very hard to do ^^
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arch/elec can quite ok play without stamina. My AR/ice cant
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True, however if u just got into melee/close range, you first need to backup to get a proper cone on the mobs.
From my experience they are pretty equal in various aspects, although AR looses on a few points regarding rooting and animation time. -
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where RoA is (iirc) target-AoE (like blizzard).
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Location Based AoE, not target based.
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Yeah that one ^^
This is imho the win of Archery, FA needs proper positioning to get full use of it, specialy with a few knockback people in the team this can be somewhat annoying.
Although my archery is only early 30s, my AR is mid 40's, its very circumstantional wich one performs better. Yet, i went for the munition pool, LRM missile makes damage output alot higher. -
Downside is the redraw on doing hold/imm powers.
RoA is a tick-tick power, and damage is done. FA is a insane DoT power wich roots use for a few seconds. Mobs not taunted/mezzed will be able to attack you, wich resulted in a few nasty faceplants. Added that FA is cone based wich can be unlucky in most cases where RoA is (iirc) target-AoE (like blizzard). -
Just wait untill u get both upgrades, thats really a laugh. Specialy Medic and the seals makes u cry..
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From those 3, mercs loose big time. Thugs do alot damage compared with necro, bots have somewhat more defence but still load of damage, ninja is a mix of it. Mercs.. ya well, no good
So it comes down to your secondairy pick.
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More damage and acc. iirc they all have the melee hold and leech power.
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Only exception is Ignite, wich u can easy stack 2 times if a mob is held/immobilized, not to mention this with icepatch. For the rest, archery wins. Full Auto is just a too long animation compared to RoA, although FA can combine with flame trower (nrg boost range).
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Ice/nrg still can compete ^^
(Plight Trawler vs SinergyX)
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There is "something" with Thunder Blast. I don't know what it is though. The first four powers are great... then the rest just let the set down until you get Thunderous Blast. This is definitely a Power Set that needs looking at. Compared to the other Blaster Sets, it suxxors... badly. The others have AoEs or powerful single-target blasts. The only powers in Thunder Blast which I would consider taking are: Charged Bolts, Lightning Bolt, Ball Lightning, Short Circuit, Aim, Tesla Cage and Thunderous Blast. Voltaic Sentinel? Whose idea was that?
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By far, nrg/ or AR/ are way worse then elec is.
If you ever seen the draining ability of elec/nrg or even elec/elec.. -
To get all 53's will be even harder
My stoney is slotted with only +recharge LotG's, some more common sets in my attacks (mostly recharge/acc/dmg sets).
Spent about 120million in total, having 63,5% recharge iirc. I also went for 5 slot health sets, to get the 5% recharge of it. My main attacks all go around 90%ish recharge/damage and 60% acc/endred. This breaks the biggest penalty of granite, wich was my main goal. -
Aaah now i get it
As such a unique action of the inv tanker
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Hm, so basicly u use the pillboxes to attack them?
And Soulstorm, as far i know it hits through everything, even unstoppable.