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Posts
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Quote:I am a believer in powerset proliferation, so I, naturally, disagree. There ought to be enough difference in playstyle and level of effect of the two ATs to differentiate them.For one, Controllers share too many powersets with Defenders. Sets such as Empathy and Radiation Emission should never have been accessible by Controllers.
Quote:Secondly, there doesn't really seem to be any noticeable difference in the buff/debuff values of the sets Controllers and Defenders share. Defender values should be significantly raised, and/or Controller values should be significantly lowered.
Quote:Finally, compared to Controllers, Defenders get screwed with their Ancillary pool choices. Every Controller Ancillary pool has good choice/choices of range attacks, especially AoE. Since they have access to good AoE attacks, Defenders Ancillary pools should have access to AoE Holds/Stuns/etc. -
Quote:It is true that AR/Men can be beaten on the damage front. But its not Elec/Dev, it is not one of the underpowered combos. This time, a different looking beast has excited you.Just because you have two complimentary attacks doesn't necessarily mean that they are powerful. There are lots of primaries with cones and some of them with aim.
I do like buckshot (from AR) and psy scream (from Mental) because they have some built in mitigation (knockdown, -recharge) in both. I can (as you can) find primaries that do more damage. -
Maybe like below. Electric is tough in the early levels. but if you can survive to the second Short Circuit, even bosses at that point become cake. Late in the game, Electric becomes much better, sparky + two decent AoEs + end sapping make life very nice.
I still think you should have stuck it out with the archer.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Why not Archery: Level 29 Magic Defender
Primary Power Set: Empathy
Secondary Power Set: Electrical Blast
Power Pool: Fitness
Power Pool: Flight
Power Pool: Speed
Hero Profile:
Level 1: Healing Aura -- (A)(9)(15)
Level 1: Charged Bolts -- (A)(3)(7)(17)
Level 2: Lightning Bolt -- (A)(3)(7)(13)(17)
Level 4: Ball Lightning -- (A)(5)(5)
Level 6: Swift -- (A)
Level 8: Air Superiority -- (A)(9)(13)(15)
Level 10: Short Circuit -- (A)(11)(11)
Level 12: Hasten -- (A)(23)(25)
Level 14: Health -- (A)
Level 16: Aim -- (A)
Level 18: Recovery Aura -- (A)(19)(19)
Level 20: Stamina -- (A)(21)(21)
Level 22: Zapp -- (A)(23)(25)
Level 24: Fly -- (A)
Level 26: Regeneration Aura -- (A)(27)(27)
Level 28: Tesla Cage -- (A)
Level 30: [Empty]
Level 32: [Empty]
Level 35: [Empty]
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
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Level 1: Brawl -- (A)
Level 1: Sprint -- (A)
Level 2: Rest -- (A)
Level 1: Vigilance -
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Quote:Five + years of total fail. Just utter and complete fail. So much fail, they are dumping a lot more money and resources into the game so it can fail harder. Fail, fail, fail. City of Fail. Five years of failure and counting. Five years from now it will have been Decade of Fail.By definition nothing matches. I understand it was the devs trying to be original but this is what happens when "original titles" are tried. Fail city.
I am ashamed I even play such a failure game. -
Quote:Claws/WP is pretty pain-free play.Ok, so I have never actually played a blaster past 16 or so and am looking for advice on what is fun and relatively pain-free to play. I want to be able to solo but will mostly play on teams.
What have been y'alls most fun blaster combos?
Sonic and Ice have great controls. Combine with Nrg, Elec, or Mental. -
Quote:Everything is not to hard and broken, its (gone) to the Americans.Defenders need to be buffed to solo Hami. They are too weak now. I am sick of scrappers defendering better than my defenders scrapering and I am sick of controllers controllering more than my tankers tankering while my Warshades are not as shady as my Blasters. Who might I add are bringyer than my Peacebringers, but Peacebringers are balanced at Blastering.
They should just redo this entire game. Everything is to hard and broken.
I kind of like that scrappers may be defendering better than my defenders scrapering and controllers can be controllering more than my tankers tankering while my Warshades are not as shady as my Blasters. Who might I add are bringyer than my Peacebringers, but Peacebringers are balanced at Blastering.
Now we just need more defenders blastering better than Peacebringers tankering, while defendering better than Masterminds. -
Quote:Defender primary and secondary powers are normally so varied, I think they are plenty exciting. The defender AT seems to excite and interest in quite a few people actually, I do not believe they need an exciting inherent.OP, have you considered that it's not vigilance's job to be exciting?
People, it seems, get excited about a defender. Then, after getting a few levels, they might start to feel a bit lackluster. Low damage, mostly active mitigation, and lack of mez protection often turns people off. -
Quote:Squeee!
Thank you for the info. -
Quote:Any person with a smidge of MMO experience knows that the main focus of additional content should always be the end game. In 5 years they've added what ... 6 end game TFs ... hero and villain side combined?Quote:Are you seriously comparing CoH's hideously barren content with other MMOs? CoH is one of the biggest offenders of flat line game play. Have you never played another MMO?!
Since I alternate what content I do with which character, I can go months without doing many of the story arcs. This allows me to enjoy them again when I do finally get back around to them. Its a bummer that playstyle isn't for you, because it really works well at keeping things fresh for me.
I am glad CoH is still extremely successful because they make the game the way I enjoy playing it. It seems like it still has tons of stuff you enjoy as well, so I am not sure why you are going into an overblown and uninformed rant, that is not where you started out. -
2 Elec/Fire Blasters
1 Fire/Kin controller
1 Fire/Sonic controller
2 Fire/Psi Dominators
1 FF/Elec defender
1 Kin/Elec defender
The end drain is probably overkill, but AVs without endurance make me giggle. -
Could the level restrictions on certain zones be removed? Nothing sucks more than getting that mission in Crey's Folly and having to either do something else or tell your level 26 sk he has to wait or go do something else.
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Quote:Well, if you are OK with living in melee, the following is a build I am considering. I am not fond of putting off Acro for so long, since I find the Hold protection useful, but since only HF would shut off when mezzed, I might consider dropping it altogether and just use the KB IO in CJ.Having never done anything with /fire, I wasn't quite sure, but I can dig being a "blapper".
I am also not personally sold on Hasten, especially in a build that includes Neutrino, X-ray, Ring, and Sword. I might drop Hasten, move Acro or NB up into the 20s, and use those two slots elsewhere.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Quantum Flame: Level 50 Science Blaster
Primary Power Set: Radiation Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: X-Ray Beam -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(3), Dev'n-Acc/Dmg/Rchg(7), Dev'n-Hold%(15), Dmg-I(31)
Level 1: Ring of Fire -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(7), Dev'n-Hold%(34), HO:Centri(36), HO:Centri(40)
Level 2: Fire Sword -- T'Death-Acc/Dmg(A), T'Death-Dmg/Rchg(3), T'Death-Acc/Dmg/EndRdx(9), T'Death-Dmg/EndRdx/Rchg(15), C'ngImp-Acc/Dmg/Rchg(17)
Level 4: Irradiate -- Oblit-Dmg(A), Oblit-Acc/Dmg/Rchg(5), Oblit-Acc/Dmg/EndRdx/Rchg(5), Sciroc-Dmg/Rchg(9), Sciroc-Dam%(17)
Level 6: Hurdle -- Jump-I(A)
Level 8: Combat Jumping -- Krma-ResKB(A)
Level 10: Fire Sword Circle -- Oblit-Dmg/Rchg(A), Oblit-Acc/Dmg/Rchg(11), Oblit-Dmg(11), Oblit-%Dam(13), Oblit-Acc/Dmg/EndRdx/Rchg(13), Sciroc-Dam%(50)
Level 12: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(33)
Level 14: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(37), Numna-Regen/Rcvry+(43), Numna-Heal(46), RgnTis-Regen+(46)
Level 16: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(33)
Level 18: Cosmic Burst -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(19), Dev'n-Acc/Dmg/Rchg(19), Dev'n-Hold%(21), Entrpc-Dmg/EndRdx/Rchg(23), Entrpc-Dmg/Rchg(48)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(25)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
Level 24: Super Jump -- HO:Micro(A)
Level 26: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(27), Posi-Dmg/Rng(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(31), RechRdx-I(50)
Level 28: Consume -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(29), Efficacy-EndMod/Acc/Rchg(31), Efficacy-Acc/Rchg(37), Efficacy-EndMod/Acc(43), Efficacy-EndMod/EndRdx(46)
Level 30: Boxing -- Empty(A)
Level 32: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(33), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam(34)
Level 35: Neutrino Bolt -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/Rchg(36), Dev'n-Acc/Dmg/Rchg(36), Dev'n-Hold%(37), Achilles-ResDeb%(43), LdyGrey-%Dam(48)
Level 38: Hot Feet -- TmpRdns-Dmg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(39), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dam%(40), Sciroc-Acc/Dmg(40)
Level 41: Char -- BasGaze-Acc/Hold(A), BasGaze-Rchg/Hold(42), BasGaze-Acc/EndRdx/Rchg/Hold(42), BasGaze-EndRdx/Rchg/Hold(42)
Level 44: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(45), ImpArm-ResDam/EndRdx/Rchg(45), ImpArm-ResDam(45)
Level 47: Rise of the Phoenix -- Sciroc-Dmg/Rchg(A), Sciroc-Acc/Rchg(48), Heal-I(50)
Level 49: Acrobatics -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
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Set Bonus Totals:- 24% DamageBuff(Smashing)
- 24% DamageBuff(Lethal)
- 24% DamageBuff(Fire)
- 24% DamageBuff(Cold)
- 24% DamageBuff(Energy)
- 24% DamageBuff(Negative)
- 24% DamageBuff(Toxic)
- 24% DamageBuff(Psionic)
- 2.5% Defense(Energy)
- 2.5% Defense(Negative)
- 3.75% Defense(Psionic)
- 1.25% Defense(Ranged)
- 4.5% Max End
- 23.8% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 5% FlySpeed
- 162.6 HP (13.5%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 2.75%
- MezResist(Stun) 4.4%
- 15% (0.25 End/sec) Recovery
- 110% (5.53 HP/sec) Regeneration
- 1.58% Resistance(Fire)
- 1.58% Resistance(Cold)
- 3.13% Resistance(Negative)
- 5% RunSpeed
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Castle forgot to "leak" information about the blaster secondary Dark Manipulation.
<.<
>.>
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Quote:Solo spawns rarely inflict HUGE alphas. If you miss something really dangerous with your AoEs, that is what Fire Sword or Blaze or Freeze Ray or Stunning Shot or Ring of Fire (and move) are for.This is in the same category as the infamous "Range is your defence!" argument. The problem with "just kill it before it kills you" is that when you dont, you die. What if you miss somthing really dangerous with your AOEs? The biggest hole in this argument is and will always be that no matter how much dmg your moves do, they arent going to soften, prevent, or help you recover in any way from that HUGE alpha your about to take from the mob.
Quote:Fire primary doesnt suffer from this because you can chuck fireball while diving behind a wall, or tree or rock lol. You cant do ANYTHING to protect yourself at all with FSC, Combustion, Consume, etc. And since the the sit lacks ANY tech powers you are left with no tricks when that mob that you "just kill em first" isnt dead and now you are outnumbered, out damaged, and out positioned.
Suffice it to say, I love /Fire Manip as is, but I respect that your opinion is wrong^H^H^H^H^H different. -
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Combustion is generally bad news, I'd avoid it unless you like the way it looks.
Since you like to be a ranger, /Fire may not your best choice. On the other hand, its not bad, but you will be under utilizing what makes /Fire work best.
Rad/Fire is the perfect combination for moving into the middle of baddies and hanging out, but I will try to think on it as a ranger set for you. I pretty much just re-ordered your powers. I did drop Combustion and added Fire Sword late, although you could always replace that with Superspeed as well.
Would you like to see a build idea that is totally range? Your build included Irradiate and FSC, which is such a great combination I can't imagine not jumping into melee to use every spawn. Rad/Fire could be built without either of those powers and still be quite excellent.
1 x-ray
1 ring of fire
2 neutrino bolt
4 irradiate
6 hasten
8 swift
10 fire sword circle
12 aim
14 health
16 build-up
18 cosmic burst
20 stamina
22 hover
24 fly
26 neutron bomb
28 consume
30 electron haze
32 atomic blast
35 proton volley
38 fire sword
power mastery
1 pff
2 temp invul
3 fon -
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Is this where we say, "Nerf controllers" (and Fulcrum Shift)?
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Quote:But this is too funny to eliminate!Bottom line (from my viewpoint) is Defenders are now the ONLY AT (Hero-side) that doesnt have a consistent level of defense versus Status (Self-defense). Scrappers/Tankers get resistances. Blasters can still function with some of their more Core dmg attacks. Controllers pre-empt Status with their own. But only certain powersets of Defenders can protect themselves (even if they can offer protection to their whole team, like empathy).
I guess this would not be such an issue for me, if I didnt have such a nagging desire to play an Empath and still be able to solo (Pre-Epic pools)Psyonico ! You are Awesome !
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Quote:/Fire Manipulation prevents hairy situations by making most everything dead before they can respond and by making the few survivors desirous of fleeing instead of attacking. Its not very intuitive and difficult to learn. It uses far too much endurance and Consume is not on a fast enough recharge to help as much as it should. Combustion has issues. But the monkeys who randomly picked powers out of the Fiery hat did pretty alright, in my book.Blasters are great, no argument there, but the problem lies in the lack of variety and options to make them unique and fun. Ive been playing my fire blaster faithfully since beta, and I can tell you that in terms of having tricks and staying alive in really hairy situations, it holds NO candle to MM, Ice, Dev, NRG etc.
I think all the seconaries need looked at, with the acception of NRG, and MM.
Fix /devices or give /Nrg some kind of group buff (wouldn't it be nice if CP affected all alies within 20 feet?) -
Aye. The original post was referring to what Sarrate mentions. The "lolwut" post, I believe, was referring to what I mentioned.