SinergyX_EU

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  1. BG only transfer a part of your taken damage to your pets, basicly the damage that hit you after your defence check. Defence on them wont change that at all, it merely helps on the damage they might take itself (lost agro or aoes)

    Foolish i wouldnt say, but i wont call it smart. Bots can heal greatly, with the defence of FF and protector bots they have sufficient defence to last quite some time. I asume you havent fought great aoe mobs yet, like the earth casters of CoT (stalmites) or the subuccu of CoT. Not only your pets have to cary your damage, but also their own damage of the aoe.

    Why would you tank for your pets? They are replaceble far easier then you are (specialy in FF its easier), if you become target of a massive attack, just pop PFF or spam forcebolt.
  2. mercs and fairly good aoe? lol not really
    More like annoying cones wich they serious dont know how to use, only once in a 100000 times you get great use of their cone fullauto's.

    Easier to farm for that, using corners etc and drop a -slow power at the corner.
  3. You do have other attacks outside KO blow though Although less damaging, chaining them while the blaster is hold its going pretty fast.
  4. As far i know, KO blow has a mag3 hold. Forgot the exact rules of mezz, but doesnt KO blow hit through Acro? (if equal = hold right? - base1 +2 from acro) Add to that the epic hold (stone has) and a blaster really wont resist that unless he pops a BF (but still you go mag6).

    And all the earth epics do -def too
  5. If you still got space on your account, leave him. Some day (like allways) devs think up new fixes and changes that makes him interesting again. My firetanker had been hibernating for months, recent fixes and i did 3 lvls

    I basicly never delete toons if i dont need to, even my PB (lvl22) i made straight after my first toon hit 50 is still lingering in my account.

    Just use him for the 'dude i'm freaking bored but i wanna at least lvl something' moments.
  6. SinergyX_EU

    epic powers

    I am only known with force mastery. As said, PFF is a lovely panic button to have, you can make great escapes with it. Temp.inv is like the Inv scrap/tanker one, bunch of s/l resist to help you around. FoN is where the fun comes, it turns you into a mini-tanker (without slotting much, you can hit your cap with temp.inv) wich can turn tides in a battle massive. Recharge is annoying long and the crash (though easier to see now) can occur at a very very wrong time. It boost your end-recovery massive, whenever i see it start blinking i make myself ready for nova, since that drains your full end also.
    In PvP as said, you wont beat mez'ers. Good thing is you can take a bunch more punches long enough to hope your team or your BF can be used.

    1 power that is fun to have, the repulsion shield. Not slotted i would never never use it, you loose a bit of endurance (... i rather say alot) per mob repeled by it. For fun i slotted this 3 end-reds and just went into random missions to see what it can do. Its fun, you can perma hold a mob in a corner, but it remains a massive end-eater. In PvP its lousy, as iirc it is stated as KB rather then repel now. When you fight at range in PvE its like bonfire, but nonstop, making yourself able to move around and keep mobs floored if they try to attack ranged. The tick-per-second is way way lower then the kinetic version, but i was able to perma-floor a +6 boss with this. Its just a fun power to show off with.
  7. and we're back online
    (with minor load issues, i'll see to that in the weekend).
  8. Wow the bump!!

    Past few days i had some minor issues with the nameservers of the domain, you might experience few 'cant find pages' or 'no page to display' message, but with the adding of a 3rd nameserver this all seems to be resolved (it normaly takes up to 48 hours to get the new DNS working). Ok techy talk, next issue.

    Anyway, this morning my entire network seems to have crashed down into a bunch of switches that imitate disco-lights, aka not working. Thus the webserver/email is entirely down for now, tonight i will continue to try fixing it. TeamSpeak is still working, my other email still reachable (the cistron one).
  9. SinergyX_EU

    AR draw root

    The rooting was annoying, but my main issue was still the redraw time after doing secondairy power. But hey, great start i would say

    Cause the way i read it, it only removes the rooting when you 'draw' the weapon, but not removing the drawing itself.
  10. SinergyX_EU

    mog

    I've only seen it in action as teamplayer, but the times i've seen it, it was beyond my expectations. During the Infernal mission we had a bit too many of those fire thingies running around, outside me and the regenscrapper it was teamwhipe time. He popped MoG as i didnt had to worry as GA-tank. I was really amazed he was able to hold out that long time, about 15-20 +2 mobs nonstop punching him.

    Outside that other sets do not have such thing as Instant healing (and dullpain/healing), so imho it shouldnt be par with the other panic-buttons.
  11. Maybe an idea that i noticed is becoming a little hype in the MMO world, combo's. Cabal Online for one is a great example, you need to 'buildup' your combo bar and once it is ready you get a timer screen where you have to time your powers like in golf games. Each combo you do, the margin of error becomes closer, untill you basicly cant time it anymore or when you dont have any power available (they recharge normaly). Unfortunatly this is close to impossible to build in current CoH, but imaging the ability a blaster unleashes his 'blaster fury' in a 5 combo chain :P

    Specialy in CoH its hard to 'exploit' this, since you normaly are moving nonstop, you have nonstop mezz/damage comming in, so you kinda need a clean hit to perform a combo.
  12. Make a anti-type-system like the controller,
    IF $mob = Mezzed THEN $inheret->fail.

    Basicly only pure clean hits will then give inheret, as the risk for a blaster is very low when a mob is mezzed. So risk vs reward remains high, but not with a nearly dead experience.

    As for range, as far i see the skills, all AT's have about the same close/long range powers. That a NRG blaster would benefit abit more then others would compensate the lack of mezz in the set. (knockback i dont really see as mezz, since several other sets can do knockback also, but they have mezz - not taking secondairy in this).

    Add up the affect only apply to primairy (secondair is 99% melee range, wich already have risk vs reward), you are somewhat forced to go back to the 'concept' of the blaster.
  13. Sorry Max, really thought i pressed the reply button on Valens post.

    @Inercia, i was only giving additional examples incase people would misread.

    But lets face it, they will never change it
  14. [ QUOTE ]
    There's always some people that'll believe anything but a granite tanker with aid self, weave, PS and a pocket emp can't tank, while some other people solo 6-8 man maps on their troller/scrap/brute/dom... *shrugs* To each their own.

    [/ QUOTE ]
    Bleh, my Granite doesnt have Aid Self and Weave... now what???? I cant tank anymore!! DEVS! BUFFS!!!

    fine, i stop the sarcasm now :P
  15. [ QUOTE ]

    Lotsa untrue

    [/ QUOTE ]
    Then at least make some constructive post why it would be untrue, or just dont post at all. lvl1-20 can be done in a few days max, while the rest is the hard and long part.

    As for SilverWeasel, ok agreed on the vigilance one.

    As for the veteran 'temp', i though sand of mu isnt buffable?

    Then again, i've seen such posts about Defiance comming around in the past several times, i dont see any 'luck' on getting a change of this power.
  16. [ QUOTE ]
    How many times have you done a critical hit with your scrapper?
    How many times have you used containment with your controller?
    How many times a tanker has contained aggro thanks to his gauntlet?
    You see what I mean...

    [/ QUOTE ]
    Why do you think Troller epic got seriously nerfed?
    Why do you think often Tanks are not even using taunt? (i hardly do).
    Why do you think scrappers have the 'increased crit chance' on their last power? I've seen that power doing crits nearly always.

    The fact remains, all the inheret powers are granted without 'sacrifice'. Containment, gauntlet, fury, crit chance and even the corrupter and dominator one. Not to mention the buffs from Masterminds they give to their pets.

    A blaster actualy need to 'risk his life' in order to get benefit from this inheret. If you have a flawless team, a blaster would not even get it, while all other AT's still keep full benefit from their inheret. And not even situational (as the skydrop defiance trick, often used in PvP), they benefit basicly everywhere.

    I have several blasters, from 20 to 50, never i have seen _real_ use of my defiance. My other AT's on the other hand, i see it every day, every moment. Yes, in my Blaster life time i was happy to have it.. 1 maybe 2 times? I join the group 'its useless'. (dont forget that forums are really not representative for the ingame community, alot of people dont even come to the forums).
  17. I wont like to see my firetanker without tough though :P
  18. Downside is NRG dont have a big 'give me a break!' power. Like footstomp, the (forgot name - stone one), whirl axe or icepatch. Normaly thats the ideal moment to use aid self, you have to rely on the stun from whirling hands.

    I asume you still have Dull Pain, wich can be the panic button during fights. At the moment there are little mobs left, try to stun at least 1 (TF/ET easy) and time your aidself with the other mobs attacking.

    Although i miss in the story, when do you need it? In a team, often you can rely (well..) on the healing powers of others, likewise their killing strength (hang out a bit and wait till few mobs are dead).

    Solo, just run back around a corner or sortlike, enough time to hit Aid self. Personaly 3 IntRed are a bitty overdone, as 2 ++ nearly hits the same ammount of 3 evenlvls. Specialy multi-failure will drain your end pretty fast, wich specialy with Inv can be quit dangerous.

    Finaly one, pop a purple or 2, then try using it.
  19. Slotting accuracy is never overkill. It helps vs +2/+3 but also helps alot if you get a -acc on your butty or the mob goes to insane defence (like PP's elude). Use your BU and Aim wisely would help alot too, as these buff your acc massive.

    For the most numbers, get a grib on a Hero builder. Although they bitty out of date, they provide great planning/slotting and numbers for basicly any aspect of the game.
  20. My favo nowadays is AR/Ice. Weird set, annoyingly set sometimes, but i so love the aoe power in the AR set (i never tested, but i wonder if it can beat fire aoe power - maybe AR/fire would). Teamwise its even more awsome to play with, solo is pretty slower then sets like Ice-sonic-elec/nrg although fun to play.

    For double exp, dont solo this build, in team.. it beats my Ice/nrg anyday.
  21. Against council it happens very often those <what you call em with warshade attacks> immobilize me.
  22. Having 3SO in the shields and tough running, you still hit 70% S/L resistance. Add the 45% nrg and 90% fire, it still can perform pretty ok as a avarage tanker.

    Several times i was the only tanker on the team, in some cases it was pretty hard (like cryo gun crey's) but the healing and consume makes you still pretty tough. Lack of the KB/imm/fear/tp/slow/recharge resist though makes it easier to go solo'ish scranker style, as CJ/Acro only give minor resist to KB/imm.

    lack of auto taunt makes it kinda dangerous for the rest of the team, but overall it still can perform decent as tanker.
  23. I'm a perma Granite/SS, never was able to run this perma :P

    Its pretty ok imho, if its a bug (or call it exploit), its good its finaly being fixed
  24. I love the power. The baseduration is quite long (20 sec iirc) and with the nrg powerboost you add some more to it, with additional enddrain boost (upto 80sec). The drain itself is strong, but not strong enough to make it really usefull (3slot endmod+PB = nearly 100% drain of a even lvl boss). If you are a elec blaster, it makes the diff. Recharge is quite long, although hasten/3recharge cuts it quite alot but still remains a good 300 seconds.

    The -recovery is the baddy side of the power, although with a few blue's you can survive pretty good. I often use this power before i fire off my nuke, so i drain my full endurance anyway (and its recovery).

    As team power its pretty fun to use, specialy after the tanker took alpha and it has a great range. The -regen i actualy never took notice off, its a secondairy effect wich may help on the AV wacking abit. Normal mobs dont have high regen anyway. In PvP its a annoying power, since the long duration (3slot and you hit 40 sec) you can spam other stun powers to quickly over-mezz people with stun-resist and the fun factor, it doesnt need a target.

    But, only take it if you wanna use it. If you are tight on slots, even if its a great lifesaver, you better look for some other power. The recharge (300sec at top) and the -recovery makes it not a very 'triggerhappy' power.
    Cheap slotting i'd say 3recharge, if you have more to spare i would go for the stun duration instead of drain. Although it drains alot, it doesnt do a -recovery with it. I went for a 5slot, 3recharge/2stun.