StratoNexus

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  1. Quote:
    Originally Posted by Hatred666 View Post
    For one, Controllers share too many powersets with Defenders. Sets such as Empathy and Radiation Emission should never have been accessible by Controllers.
    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.

    Quote:
    Originally Posted by Hatred666 View Post
    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.
    I have always found the difference to be significant enough on the powers where it may matter. Also, in the end, teams already ask defenders and controllers to come along for their buff/debuffs. Making defenders even more buffery is not going to increase their attractiveness to teams. There is actually, amzaingly, a fine line below where buffs/debuffs lose a lot of their desirability and, in my opinion, contollers are already close to it, so I would be hesitiant to lower them further (note some specific powers might be able to take a kick in the teeth and still be quite potent).

    Quote:
    Originally Posted by Hatred666 View Post
    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.
    Like Oppressive Gloom, Thunderstrike, Mass Hypnosis, World of Confusion, and Telekinesis?
  2. Quote:
    Originally Posted by Fury_Flechette View Post
    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.
    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.
  3. 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]
    ------------
    Level 1: Brawl -- (A)
    Level 1: Sprint -- (A)
    Level 2: Rest -- (A)
    Level 1: Vigilance
  4. Quote:
    Originally Posted by Fury_Flechette View Post
    I actually gravitate to the underpowered combinations the best. I'm currently enjoying a lowbie AR/Ment blaster. Having two nice cone attacks by level 10 is pretty nice.
    The second two sentences seem contradictory to the first one.
  5. StratoNexus

    Blaze Mastery

    Quote:
    Originally Posted by Mngwa View Post
    Blaze for Scrappers!
    Healing Flames for blasters!
  6. Quote:
    Originally Posted by Lacrymosa View Post
    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.
    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.

    I am ashamed I even play such a failure game.
  7. Quote:
    Originally Posted by PanDemonium_NA View Post
    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?
    Claws/WP is pretty pain-free play.

    Sonic and Ice have great controls. Combine with Nrg, Elec, or Mental.
  8. Quote:
    Originally Posted by Hobo_Healer View Post
    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.
    Everything is not to hard and broken, its (gone) to the Americans.

    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.
  9. Quote:
    Originally Posted by Talen_Lee View Post
    OP, have you considered that it's not vigilance's job to be exciting?
    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.

    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.
  10. Quote:
    Originally Posted by Quinch_NA View Post
    Squeee!

    Thank you for the info.
  11. Quote:
    Originally Posted by Kruunch View Post
    I currently level toons 1-50 in 7 hours played.
    Quote:
    Originally Posted by Kruunch View Post
    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:
    Originally Posted by Kruunch View Post
    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?!
    Perhaps the content from levels 15 to 45 is actually working for most people? I am sorry you skip right by it, I still find it enjoyable after nearly 5 years, and am glad they keep adding content in level ranges besides 45+, because it lets me level up different characters with a variety of experiences.

    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.
  12. 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.
  13. 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.
  14. Quote:
    Originally Posted by SkyRocker View Post
    Having never done anything with /fire, I wasn't quite sure, but I can dig being a "blapper".
    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.

    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)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Defiance
    ------------
    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
  15. StratoNexus

    Blaze Mastery

    We can haz Fire Cages?
  16. Castle forgot to "leak" information about the blaster secondary Dark Manipulation.

    <.<
    >.>
  17. Quote:
    Originally Posted by Psynder13 View Post
    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.
    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.

    Quote:
    Originally Posted by Psynder13 View Post
    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.
    Hot Feet and Burn can be used to mitigate (as well as further the make them dead plan).

    Suffice it to say, I love /Fire Manip as is, but I respect that your opinion is wrong^H^H^H^H^H different.
  18. Quote:
    Originally Posted by m3lon View Post
    Thanks, I'm going be quoting this out of context for months
    Woot! I'll be (in)famous.
  19. 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
  20. Quote:
    Originally Posted by Hobo_Healer View Post
    Defenders are fine. Why? Because I say so.
    I totally agree.

    They would be fine with 23% more base damage and scrapper level HPs too.
  21. Is this where we say, "Nerf controllers" (and Fulcrum Shift)?
  22. Quote:
    Originally Posted by Quaver View Post
    being blinded when you're playing a kin...
    But Tactics...
  23. Quote:
    Originally Posted by Biospark View Post
    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 !
    But this is too funny to eliminate!
  24. Quote:
    Originally Posted by Psynder13 View Post
    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.
    /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.

    Fix /devices or give /Nrg some kind of group buff (wouldn't it be nice if CP affected all alies within 20 feet?)
  25. Quote:
    Originally Posted by Wavicle View Post
    Yea, I'm getting that, but that is so obscure and unintuitive that I don't see how it could prompt a "LOLWUT, Think about it" to say that -Res is not really a mitigation debuff.
    Aye. The original post was referring to what Sarrate mentions. The "lolwut" post, I believe, was referring to what I mentioned.