StratoNexus

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  1. WTL;DR - StratoNexus likes blasters and is off his rocker. The fact the blasters are a melee AT means they should be included in melee powerset design. (yes, they are not just a melee AT, they also have range attacks, but tankers are not just a melee AT, they also have armor powers).

    Quote:
    Originally Posted by Winterminal View Post
    Blaster secondary power sets are only used by Blasters, while Brute primary power sets are used by four archetypes total (with slight variations). It makes sense for them to spend time and money developing power sets that are going to reach and/or are desired by the widest demographic of players. Masterminds have been in a similar boat for a while because their primaries are unique to them.
    Quote:
    Originally Posted by Fulmens View Post
    Martial Arts isn't a secondary for you guys. It's ANOTHER PRIMARY.

    I feel Blasters deserve a secondary that at least tries to keep them from dying horribly. In which category I'd put Ice and Mental. Maybe Energy, with boost range? I don't LIKE blaster secondaries, in general; they're mostly composed of 50% crap powers that don't do what they are supposed to do, and if they did it still wouldn't help. The other 50% is melee attacks and Build Up. . . your solution is to make a set that does melee attacks and Build Up, REALLY WELL. *

    They haven't done a secondary like that... I guess there's room in the world for it.
    I think I am going to ramble a bit; if after rambling, if I still have energy, I may try for a TL;DR statement (I did!). I partially want to discuss each quote separately but I think everything may tie together, so rambling it is.

    First, I do not think blasters should ever be designed with a secondary that keeps them from dying horribly. More specifically, it should not be LEFT TO secondaries to have that job. Blaster secondaries can (and should) certainly have powers that help mitigate damage, but they should never be viewed the same way as armor sets, buff/debuff sets, or control sets. Blasters powers, primary and secondary, should possibly help mitigate more than they currently do, especially if it is decided that blasters should be less fragile.

    Second, a blaster secondary's basic function should be melee damage. There is nothing inherently wrong with that core design. Therefore, EVERY melee attack set that gets designed should automatically have the blaster version designed right away. It has long irked me, but I think I've finally found a way to say what I have been feeling. When the devs design a new set, like Street Justice they think about the basic concept, crank it out for brutes and tankers; usually scrappers just need one difference and with a few small tweaks stalkers usually get it as well

    That same process should continue right into blasters. But it's not a straight port! True, but neither are stalkers, and blasters just need the same type of tweaks. Keep three to six attacks (generally you keep more attacks if the attacks also offer control, especially AoE control). Keep Build Up (Soul Drain, Build Momentum, Rage, whatever that set uses or replace with Build Up as happens to stalkers). The first tier power (which can often use a concept or animation from the tanker version) needs to be some type of single target power that can aid with maintaining range while not being a true hard control: immob, KB, repel, a push off (fast cast enemy KD, short range self TP), a short duration afraid (the kind that makes them run away), maybe knock up; a short duration (think ~4 second) hard control might work (stun, hold, placate, etc) but may not be preferable.

    Then you cannibalize whatever utility/control powers exist that can make thematic sense to fill it out (or make one in the same vein). Drain Psyche, Power Sink, Consume, Hot Feet, Lightning Clap, Dark Pit, Conserve Power, Caltrops, Cloaking Device, Touch of Fear, Stun, Shiver, Ice Patch, etc. are all examples of the type of utility and control that currently exist. The basic concept of the following powers could all work as well: any single target mez, Quick Recovery, Quickness, Oppressive Gloom, Energize (sans heal), Energy Cloak, Energy Drain, Shield Charge, Detention Field, Jolting Chain, Conductive Aura, Wormhole, short duration Telekinesis sans hold, Carrion Creepers, and many more.

    Some sets would be easier than others:

    Stone Melee. I've wanted an Earth set on blasters forever. I finally got my darks, and they are fun, and I have an Earth Assault Dom that is awesome. /Earth for blasters is basically already made (and could be made multiple ways with the plethora of powers that fit that theme in existence).
    1. Stone Prison (Rech 4, End 7.8, 12.51 Sm x 5, Mag 3 Immob for 17.88s, -14% Def for 12 seconds)
    2. Stone Fist (Rech 8, 8.53 End, 91.2 Sm, 20% chnc Mag 3 stun for 9.54s)
    3. Tremor (Rech 16, 15.18 End, 12' radius, 58 Sm, 75% chnc 0.67 KB)
    4. Heavy Mallet (Rech 15, End 14.35, 153.48 Sm, 75% chnc 0.67 KB)
    5. Build Up
    6. Sapping Spears (Rech 120, End 0.52, 20' radius, 44.49 Sm, -14% Def for 16s, 20% chance of mag 2 KU; 15% End (self), 20% Regen for 30s (self), 8% regen debuff resistance for 30s (self)) Use the first 1.5 to 2.5 seconds of the Self Destruct animation and the targets get hit with the Stone Spears FX. You must be on the ground to use, targets must be near the ground to be affected.
    7. Mud Pots (End 1.04/sec, radius 15 feet, 11.12 Fire, -50% Speed, Chnc for mag 2 Immob)
    8. Seismic Smash (Rech 20, End 18.51, 198 Sm, Mag 4 Hold for 11.92s)
    9. Fault (Rech 30, End 21.47, Range 20, Radius 15, 88.29 Sm, 0.67 KB, 50% chance for Mag 2 Stun for 9.54s)

    Street Justice might be harder to design.
    1. Push Off (Rech 6, End 7.8, 73.41 Sm, 0.67 KB, -50% speed for 9.54 seconds; Teleport (self) range 40 feet, +1 Combo) (this power may not be doable, but this is concept stage)
    2. Heavy Blow (Rech 8, 8.53 End, 91.2 Sm, 40% chnc 0.67 KB, +1 Combo)
    3. Rib Cracker (Rech 6, End 6.86, 73.41 Sm, -7.5% Res, -11.25% Dam, +1 Combo)
    4. Sweeping Cross (Rech 12, End 11.86, 126.79 Sm, Arc 50, 20% chance Mag 3 Stun for 7.152s, Finisher)
    5. Combat Readiness (Rech 90, End 5.2, +15% tohit (self), +62.5 dam (self), set combo level to 3)
    6. Bloodied (Rech 90, End 10.4, 7.6875% Def (all) for 15s, +250% regen for 15 seconds, +20% recovery for 30s, +1 Combo)
    7. Spinning Strike (Rech 16, End 15.18, Radius 6, 85.64 Sm, 50% chnc 0.67 KB, Finisher)
    8. Rebuke (Rech 60, End 13, 20' radius, Mag 2 Fear for 11.92s, 30% chance for Mag 1 Fear for 7.152s, -21% dam for 12s, +1 Combo)
    9. Crushing Uppercut (Rech 25s, End 14.35, Range 13, 176.84 Sm, 7.789 KU, Mag 3 Stun for 8.94s. Finisher)

    The examples are there just to illustrate the thought process. While designing the blaster secondary after the fact means development time has to be spent rehashing something old, if it were lumped into the design process of the melee sets to begin with, it would not add as much time and the thought process would be fresh and include the concerns of the time (as an example of how that might work, I originally envisioned Push Off to be real KB, maybe mag 2 or 3, but thinking about what else was in the works for StJ, I realized Shin Breaker's animation could work with the concept, but that animation makes more sense for KD, so I adjusted).

    Blasters are a Melee AT. When designing Melee attack sets, they should be included just like Stalkers. Yes, they are different than brutes, scrappers, and tankers, but not so different that they should be ignored. It also follows that if blasters are a popular AT, as they still were just one year ago, then you increase the chances of powerset purchase if blasters are included (as one lone example, I have not yet bought Street Justice, but if a blaster version had been made I would have).

    /Fire and /Electric are already Melee attacks + Build Up done heavy and I would argue Dark is as well. Many people also like to use /Nrg for this, even though it has tools that allow for less reliance on the melee powers. I know I am going to be looking at the new Psi Melee set and see so many attacks I wish a blaster could use. I like /Mental, but it lacks the visceral feel and smash that Nrg, Elec, Fire, and even Dark bring (which is a good thing, but I also sometimes wish there were more smashy Psi attacks). I bet the new Psi Melee wil not lack it at all (I expect those bracer "blades" Penny has will be crunchy, for example).

    Quote:
    Originally Posted by Winterminal View Post
    Combine that with Mental Manipulation and, to a greater extent, Darkness Manipulation being designed with "blappers" in mind, and we are left with an archetype that is still inherently designed with its original play style in mind, but with newer power sets (and a player base) that encourages a different style of play.
    I am curious what this means. What do you believe their original playstyle was intended to be? What different style of play do you believe newer powersets (and a player base) are encouraging? (If this was the blapper thing that you thought was a more recent phenomenon, than you already anwered my questions, feel free to ignore them and I will conclude it was the blapper thing )
  2. Quote:
    Originally Posted by Winterminal View Post
    Mental:
    • 1 PBAoE damage aura
    Calling WoC a damage aura is a misnomer. It is an aura. And it does have a damage value attached to hitting. But the value is so small and the tick rate so slow, it doesn't actually function as a damage aura and the amount and strength of attacks confused enemies may is also negligible. It is more like a low defense shield, occasionally stopping an attack from heading your way.

    Quote:
    Originally Posted by Winterminal View Post
    1. Crane Kick (lower dmg, but keeping the high KB mag)
    2. Heavy Blow (removing chance for KD)
    3. Caltrops
    4. *A ranged hard control, no damage, ability. Some kind of choking smoke?*
    5. Combat Readiness/Focus Chi
    6. Smoke Flash (PBAoE Foe -To Hit, -Perception, low mag Confuse)
    7. Spinning Strike
    8. Adrenaline Surge (Click, +SPD, +Jump, +Recovery, 15-20 second duration, 2 minute recharge)
    9. Eagle's Claw or Crushing Uppercut, with Disorient
    While not a terrible layout, it always annoys me when people start combining multiple melee attack sets into one blaster secondary. As if somehow blasters do not deserve an MA secondary and a StJ secondary. This happened when Kinetic Melee first came out as well. Every melee attack set should be turned into a Manipulation set. EVERY ONE.

    There is no reason why brutes should have 16 primary powers but blasters only have 7 secondaries.
  3. Quote:
    Originally Posted by RogerWilco View Post
    I keep ending up with Corruptors for ranged at the moment.
    Corruptors are the best at pure rangers in the game, so this makes sense.

    Quote:
    Originally Posted by RogerWilco View Post
    The Fire/Fire Blaster is my first real Blaster, and while I like the Primary, I don't like the options in the Secondary. Maybe I just don't like the mix in ranged/melee that is the Blaster class. I can't think of a concept that would work. Suggestions on what Blaster combination I might like are welcome.
    There are a few way to handle this from this point.

    1) A Fire/Fire blaster is an excellent range only character. Yes, most of the secondary is going to be ignored, but Ring of Fire really is that good. Aim (or Build Up) + Breath + Ball is awesome AoE and adding Rain of Fire is even better. Flares, Ring of Fire, Blaze, and Blast make for a great range attack set. Consume is solid for occasionally running in and topping of your endurance. Since concept is more important than performance, I highly recommend Blazing Bolt, one of the best FX and sound combinations in the game and what is better for ranging than a massive range, big damage power? Note: snipes are generally "bad" for performance, the time it takes to use them could almost always be "better" used for something else.

    This option gives you plenty of room to choose a multitude of pool powers to flesh out your concept (and boost performance as desired).

    2) A Fire/Mental blaster is an excellent ranger. You get to add another, bigger cone AoE to your arsenal, a solid KB power in case something runs at you, a range fear power, and, of course, a range immob (while not nearly as good as Ring of Fire for damage, Subdual is still a solid immob). Drain Psyche is useful for occasionally running in and getting a decent buff to your regen and recovery.

    3) Another corruptor. Enough has been said and you seem to have a good handle on how you would go if you went corruptor.

    4) Fire/Fire dominators are quite impressive as are Mind/Fire doms. They make excellent rangers that could both work with a phoenix concept.
  4. Quote:
    Originally Posted by Simian_Stalker View Post
    Also would probably change Power Chi to Dragon's Tail. With DT that would give 4 solid attacks.
    As I said in your previous thread, with that change, sign me up.

    I'd pay for it. I don't care if it is mostly just proliferation. Throw it on the market for 800 PP (or 400, since most of the animation work is already done).

  5. Quote:
    Originally Posted by newchemicals View Post
    It doesn't take a number cruncher to look at the first power Evade and go

    So, 15 + 20 stacks of .25 for a grand total of 20% before slotting?
    Apparently is does take some number crunching to look at it and understand. My first reaction to Evade was the same as yours, but then I kept reading.

    You have to look at the set as a whole. 15*1.56 + 5 = ~28%. That is not insignificant. But what else does the set provide for mitigation?

    It has strong -Damage, a modest slow, and a weak AoE Fear effect to apply to enemies. Mez protection, weak Psi resists, as well as resistance to slows, to-hit debuffs, and perception debuffs. 2 allies can get a level shift. That's it. The rest is modest offense.

    Compare to Rad. Radiation Infection can easily be applying -48% to hit, which is more effective mitigation than Evade even against +3s. That one power also makes it so your team only misses 5% of the time. Other mitigation in Rad includes a modest heal, end drain resistance, mez resistance, modest -damage, a massive AoE slow, a modest AoE Hold effect, and the best AoE hold in the game. If someone dies it can add more to hit and damage debuffs, as well as return the fallen ally to the fight.

    Quote:
    Originally Posted by Trickshooter View Post
    As far as the recharge, I know it's annoying to be just out of reach of perma with 3 Recharge SOs, but at the same time Commanding Shout would cover most of the major mezzes, minus Immobs, and it's in the hands of ATs that can be pretty powerful when they don't have to worry about mezzing at all. In fact, I might be being too generous making it so easily perma.
    To be clear, the idea of matching Practiced Brawlers uptime wasn't so much about reducing the annoyance and more about allowing for more tactical consideration of the power. If it takes a lot of effort to become perma and you only have a brief overlap, you click it as soon as it recharges. If you can create more overlap, it gives a window where one can think about use of it. Make sure to move to get allies in the AoE as well as the possible Intuition angle. You can slot it to just achieve perma status or you can add more recharge to get some overlap and give you breathing room.

    Also, the set has Analyze, Commanding Shout, Unnerve, and Jumpstart all at the 2 recharge per 1 duration ratio (Analyze is slightly off, but close enough). I was interested in taking one of those powers to a different ratio and since PB was similar in function and I was considering adding tactical use of Intuition to Commanding Shout, it was a natural selection.

    That said, the shorter duration compared to PB doesn't allow for as much overlap, but 12-20 seconds is enough in my mind to create some interesting tactical choices. To be fair, it would also create more tactical choice if you make it not perma-able, but the set didn't seem strong enough to go down that route. Perma AoE mez protection on a click is one of the intriguing features of the set. If that goes away, something else should be added.
  6. Quote:
    Originally Posted by Fulmens View Post
    Why does Blaster Martial Arts have both Storm Kick and Thunder Kick? To... umm... round out the ... attack chain ?

    To put it another way: Under what circumstances would a Blaster take and use all of Crane Kick, Thunder Kick, Storm Kick, Crippling Axe Kick AND Eagle's Claw in a given session?

    I'm coming at this from the viewpoint that "a Blaster in melee range has a half-life of four seconds." It's a good rule of thumb from the old SO days. You're both apparently coming at it from some other viewpoint.

    What am I missing?
    It looks cool to shoot someone, then kick them, then kick someone else, then palm them in the face, then knock everyone down with a leg sweep, then shoot one, then shoot all of them, then leap into the air and kick one in the head?

    The appeal of the blaster AT, to me, is the mix of range/melee. I generally like to take a balance of both sets so I can mix it up (although I occasionally focus heavily on one or the other). I wouldn't normally take every attack from either set. Rather, some of the primary and some of the secondary. My idea of the MA manip set was primarily single target damage with a grab bag of control (which seems to have been the general MA vision, for better or worse).

    So it had 2 strong KBs and an AoE KD (Thunder, Crane, Tail). It has two stun powers (Cobra, Eagle). One slow/immob (CaK). 4 solid damage powers (Storm, Crane, CaK, Eagle).

    Since Cobra had damage added to it, if the blaster version kept the damage, it would seem appropriate to drop CaK and replace it with some type of utility only power.

    For me, it is not about designing a set where one expects 8 or 9 powers to be normally taken and used, but rather designing it so that there are interesting choices and multiple possible, sensible builds.

    When you think about most attack sets outside of blasters, it is not unusual to skip 2 to 4 of the 9 powers. It is, however, unusual to skip more than 1 or 2 powers out of the non-attack set. Blasters, of course, get two attack sets, so skipping 2 to 4 from both primary and secondary could be OK.

    I might make one build (just thinking of attacks):
    Pistols/MA/Mun
    DW, ES, TK, SK, Crane, EC
    BR, HoB, Tail, LRM

    A different build might be:
    Psi/MA/Cold
    MB, TkB, WD, TK, Crane, Cobra
    Psinado, Wail, Tail

    At high end performance, there is never a reason to have more than 3 or 4 single target attacks and 2 or 3 AoEs. I don't know how well I follow that, I like to take extra powers.

    My Kat/Inv/Body scrap
    GC, DA, SD, GD
    FS, LD

    My Kat/Reg/Blaze scrap
    SoW, DA, SD, GD, Ring, Blast
    FS, LD, Ball

    My KM/FA/Soul scrap
    QS, BB, SB, FB, CS, Blast
    RT, Burst, BA, Burn

    My WP/Mace/Earth tank
    Bash, Pulv, Jaw, Clob, Stone Prison
    WM, Shat, CC

    My SS/EA/Soul brute
    Punch, Hay, KoB, Gloom
    FS, DO

    My Fire/Fire/Flame blast
    Flares, Blaze, Ring, Sword
    Ball, FSC, BA, HF

    My Fire/Fire/Force blast
    Flares, Blast, Blaze, Ring, Sword
    Breath, Ball, Rain, Inferno

    My Pistols/Fire/Cold blast
    Pist, DW, ES, PR, Ring, Sword
    Bullet Rain, HoB, FSC, HF
  7. Quote:
    Originally Posted by Fulmens View Post
    Warfarin, Stratonexus: Six or seven attacks in the secondary seems a little ... excessive to me. Am I crazy for thinking that?
    It is on the high end. Of note, when I first wrote my list, Cobra Strike was just a mez power. Part of me would like another AoE, but MA has traditionally lacked more than Dragon's Tail, so I'd just be adding one because that is my personal preference.

    I'd also find it interesting to possibly include a +rech/speed thing, like Quickness. One of the attacks could be dropped for that.

    I'll do a new comparison and include Dark and now consider Cobra Strike as a damaging attack as well as a mez.
    For comparison to current secondaries:

    Melee attacks for damage
    Fire - 6 (or 7 if you include Consume)
    Martial - 6 (or 7 if you include Thunder Kick)
    Electricity - 5
    Dark - 4 (or 6 if you include Soul Drain and Dark Consumption)
    Energy - 3 (or 4 if you include Power Thrust)
    Ice - 3
    Mental - 2 (3 if you include Telekinetic Thrust)
    Devices - 0 (although Caltrops, Trip Mine, and Time Bomb might be counted by some)

    Melee (or near melee) utility
    Martial - 5
    Electricity - 4
    Ice - 4
    Dark 3 - (4 if you include Midnight Grasp)
    Fire - 3
    Mental - 3
    Energy - 3
    Devices - 1 (although Caltrops, Trip Mine, and Time Bomb might be counted by some)

    Total Powers that are effective in melee range
    Fire - 9
    Martial - 9
    Dark - 9
    Electricity - 9
    Energy - 8
    Ice - 8
    Mental - 8
    Devices - 6 (8 with full invis)

    Total Powers that can be effective out of melee range
    Martial - 2
    Dark - 2 (or 3 if you include Soul Drain)
    Electricity - 2 (or 3 if you count Lightning Field)
    Fire - 2 (or 4 if you count Hot Feet and Consume)
    Energy - 4
    Ice - 4
    Mental - 4 (or 5 if you count Drain Psyche)
    Devices - 8 (or 9 if you count Taser)
  8. Seems OK. It doesn't do everything, but has a good range of abilities. It might be a bit on the weak end; I would have to playtest to see how everything combined, but it is a solid concept (I loved the Captain in LotR and the Romans in this game).

    I might consider adding a +stealth effect to Insight, the ability to know where enemies are likely located could thematically grant the ability to avoid notice if wanted.

    Jumpstart seems OK and you would cover two allies with it. It also seems in concept to have a modest +HP added to this ability, if the set needed more.

    Does Commanding Shout protect from Immobs or Confuse or both? I like the idea of leaving Immob as a hole, but it doesn't really matter. I think I'd bump the duration to 72 seconds, not everything needs to encourage +105% recharge (think Practiced Brawler, only needs ~70% to be perma). It might be interesting to have stacks of Intuition add Mez resistance (~3% per point) and possibly increase the Psi resists in this power, just to add another tactical concern to using it.

    I might add +33% endred to Acumen. Adding to ally recharge without giving them some method of handling the extra endurance burn could be rough.

    You can slot def sets (Evade), res sets (Commanding Shout), tohit sets (Acumen & Precision), def debuff sets (Analyze), and fear sets (Unnerve). As created, Advantage, Insight, and Jumpstart take no sets and no power takes more than one type of set. I think I'd try to improve this aspect of the set design (Heal in Jumpstart if +HP is added, possibly add a small +move speed and control/friction to Advantage (study of terrain), allowing it to take travel sets).
  9. Long requested powerset I hope gets added soon.
    Quote:
    Originally Posted by StratoNexus View Post
    I'd do Martial Manip as follows:
    . 1- Thunder Kick (change damage to 0.8 DS, recharge to 6s, end use to 6.864, add 100% scale 8 KB, remove stun)
    . 2- Storm Kick (change damage to 1.96 DS, end use to 10.192, and recharge to 10s)
    . 4- Dragon's Tail (I'd change the radius to 10 feet, which will require changes elsewhere (either less damage or more recharge and end use).
    10- Crane Kick (change damage to 2.6 DS, end use to 13.52, and recharge to 14s)
    16- Focus Chi
    20- Quick Recovery
    28- Cobra Strike
    35- Crippling Axe Kick
    38- Eagles Claw (leave the critical chance in this power)
  10. Quote:
    Originally Posted by Arcanaville View Post
    It may be even more direct than that. It may be that the vast overwhelming majority of players do not want to spend any time marketeering at all, but do use the markets for two things: they dump stuff to sell at low prices and buy what they want at the minimum execute-now price. In other words, they treat the markets like a store and execute at the prices that will execute instantly, which makes them high buyers and low sellers. Which means the markets for the majority of players may actually act as a very efficient influence leech.
    That is me. I decided a long time ago that I can't wait. I'd rather pay double or 10 or even 20 times what I could pay if I was patient. The worst part is, it is not really that I am impatient, it is just that I never know the next time I will pick that Alt up to play again.

    There was a time when I did make the bid that I knew would work if I gave it 3 to 7 days. I still occasionally log into one of those characters (after like 500+ days idle) and I have no idea what all this stuff I bought was intended for.

    If I choose to craft an IO, I need to get it done now, while I am thinking of it and while I have the time. Odds are high that the next time I log that character in I will want to start playing immediately (and by playing I do not mean marketing or crafting), I will not want to try to figure out what these things I bought are needed for.

    I am more than happy to fund influence collectors, because, ironically, I am patient. If I can't afford something now, I'll just hold onto the influence and wait until I can afford the buy it now price; no rush to get it and no need to spend time making sane bids that will likely fill in a week or two but that I'll either have to check back on later or forget about. I make that choice consciously, knowing how much influence I am "wasting".
  11. Quote:
    Originally Posted by Culex View Post
    Okay, this has had a ton of views; I'm guessing duo builds are frowned on or something?
    Tons of views + no comments usually means people didn't see anything that struck them as needing changing. We all may want people to see our posted build(s) and come into the thread and say, "Good job," but we will have to settle instead for silence as affirmation.
  12. Quote:
    Originally Posted by HwaRang View Post
    I just ran DIB and I noticed that Ruin Mages made Tenebrous Tentacles pretty much "miss". So is their Defense bubble checking for Immob first, which would cause Tenebrous Tentacles to be pretty much useless? (Forgot to mention I had no Enchancers and was at lvl 18 against +1/2). However, other attacks were not a consistent issue.

    I could not notice what was happening with Abys. Gaze.
    It is possible you were hitting but the immob was not taking hold and thus you didn't see the tentacle graphics and thought you were missing. The tentacles do not appear unless the immob effect works, but the damage will still apply.
  13. Quote:
    Originally Posted by Smoque View Post
    I've soloed most of my toons to 50, so does this build have the ability to solo well like every other blaster out there.
    If you have the ability to solo well on every other blaster out there, you should like Arch/Men, it really is a powerhouse combo when IOd for recharge.
  14. Quote:
    Originally Posted by Deacon_NA View Post
    Just a question for folks that attend various dev forums (UStream, Pummit, whatever else). Has there been discussion of porting Empathy to Corrs and/or MMs and Pain Dom to Defenders and/or Controllers?

    When PD was released, it was billed as "the villain heal set" or whatever the wording was, basically it conveyed that this was the villain version of Empathy. Well we're now in a time where an Empathy Defender potentially may never set foot in Paragon City and likewise a PD Corr may never see the Rogue Isles. So this is an outdated concept, that "Empathy isn't villainous" and vice versa for PD.

    I got a jonesing recently to play an Emp MM. I hope one day it can happen.
    In the olden days of 1 year ago, I would have said not gonna happen. I'd like to hope that one day it does happen, because I want to play an Emp MM and a Pain defender very, very much.
  15. Quote:
    Originally Posted by Aumakua View Post
    If I were to make a Thorish type scrapper do you think he would be an Invul, Willpower, or Elec Armor?
    Mace/Invuln/Mu Cardiac Core/Ion Core/Premptive Radial/Cimeroran/

    I think I'd choose Destiny Incandescence for style, but Rebirth is awfully good.
  16. Quote:
    Originally Posted by Aumakua View Post
    I just have a question, I am making my scrapper look like a Bane Spider and I was wondering if there is a redraw with WM and Mace Mastery? Do I use the same Mace? I was thinking of going EA for the defense, resist and stealth like a Bane or should I go Invul for the resist/defense?
    There is redraw with the Mace mastery, they do not use the same mace. Both EA and Invuln are solid choices. EA gives you significant end management and the stealth is very good. If you want to go Bane-like, EA seems the better choice.
  17. Quote:
    Originally Posted by Another_Fan View Post
    Rain of fire, firebreath, fireball are all better places to put it.

    Unless you just don't care about the hit your endurance use is going to take in blaze.
    Hmmm.
    I go from 6.39 end with my Thunderstrikes to 6.95 with the ATOs. 0.56 end per use; if I use Blaze every 4ish seconds I am looking at another 0.14 end/second. That shouldn't be a problem for my build, but I hadn't thought to check before, thanks.

    OTOH, putting it in Rain causes my end per use to improve by 4.42, if i use it every ~25 seconds my end use improves by 0.18 end/second, which brings the net total change to 0.32 end/second. That is not insignificant, but my build doesn't have end issues, so that is not a concern.

    Do I get more damage/performance out of the set in Rain than I do in Blaze, since I can bear the cost of using it in Blaze? That is hard to answer considering I use both powers a lot. Blaze will activate 4 or 5 times for every time I activate Rain, that is one thing to consider.
  18. Quote:
    Originally Posted by UberGuy View Post
    Only if your maxHP is 10,000.
    I fail to see how the actual amount of the max HP is going to change the scaled value of current HPs lost.

    AV has 36,000 max and current HPs. He loses 1,000 from max (~2.8%) and also 1,000 from current (~2.8%).

    AV has 36,000 max and 25,200 current HPs (70%). He loses 1,000 from max (~2.8%) and 700 from current (~2.8%).

    AV has 100,000 max and current HPs. He loses 1,000 from max (1%) and also 1,000 from current (1%).

    AV has 100,000 max and 70,000 current HPs (70%). He loses 1,000 from max (1%) and 700 from current (1%).

    Where am I messing up?
  19. Caltrops is the second highest DPA attack on my Kat/Fire/Wpn scrapper, although it is basically tied with Soaring Dragon (and any external short duration buffs, like an ally running Assault will push Soaring ahead). I use them every time they are recharged in my AV fights, despite redraw. I also use them frequently throughout regular missions.

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Blue Pyroken: Level 50 Magic Scrapper
    Primary Power Set: Katana
    Secondary Power Set: Fiery Aura
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Weapon Mastery

    Hero Profile:
    Level 1: Gambler's Cut -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(3), Mako-Acc/Dmg/EndRdx/Rchg(5), Mako-Dmg/EndRdx(15), Achilles-DefDeb(43), Achilles-ResDeb%(43)
    Level 1: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(11), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam(40)
    Level 2: Flashing Steel -- Oblit-Acc/Dmg/Rchg(A), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-Dmg(15), Oblit-%Dam(37), Achilles-ResDeb%(46)
    Level 4: Healing Flames -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(7), Dct'dW-Heal/EndRdx/Rchg(7), Dct'dW-Heal(17), Dct'dW-Rchg(37)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Divine Avalanche -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dam%(37), LkGmblr-Rchg+(46)
    Level 10: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(42)
    Level 12: Blazing Aura -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-%Dam(13), Oblit-Dmg(13), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg/Rchg(40)
    Level 14: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(23)
    Level 16: Plasma Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(17), ImpArm-ResDam/EndRdx/Rchg(34), ImpArm-ResDam(40)
    Level 18: The Lotus Drops -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Dmg(31), Oblit-%Dam(31)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(21), P'Shift-EndMod/Acc(42), P'Shift-EndMod/Acc/Rchg(45)
    Level 22: Hasten -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(50)
    Level 24: Consume -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(25), Efficacy-Acc/Rchg(25), Efficacy-EndMod/Acc(39), Efficacy-EndMod(42)
    Level 26: Soaring Dragon -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(27), T'Death-Dmg/Rchg(27), T'Death-Acc/Dmg/EndRdx(29), LdyGrey-%Dam(29), Achilles-ResDeb%(31)
    Level 28: Super Speed -- Winter-ResSlow(A)
    Level 30: Temperature Protection -- S'fstPrt-ResKB(A)
    Level 32: Golden Dragonfly -- Oblit-Dmg(A), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34), Achilles-ResDeb%(43)
    Level 35: Burn -- Erad-Acc/Dmg/Rchg(A), Oblit-Acc/Dmg/Rchg(36), C'ngBlow-Dmg/Rchg(36), M'Strk-Dmg/Rchg(36)
    Level 38: Rise of the Phoenix -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(39)
    Level 41: Caltrops -- TmpRdns-Dmg/Slow(A), TmpRdns-EndRdx/Rchg/Slow(45), P'ngTtl-Dmg/Slow(45), AirB'st-Dmg/Rchg(46), Det'tn-Dmg/Rchg(50)
    Level 44: Assault -- EndRdx-I(A)
    Level 47: Tactics -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(48), AdjTgt-ToHit(48), AdjTgt-EndRdx/Rchg(48)
    Level 49: Fiery Embrace -- RechRdx-I(A), RechRdx-I(50)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- HO:Micro(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 1: LEGACY BUILD
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 4: Ninja Run
    ------------
  20. Quote:
    Originally Posted by shaggy5 View Post
    I am not a numbers guy, so I am sure someone can point to why I am wrong, but I have put my ATOs in the Targeted AOE powers because the other IO sets are pretty lame for those, so if my blaster has T-AOE, that is where I have put the ATOs so that I don't miss out on other sets' bonuses.
    Hmmm. I pick up significant amounts of extra defense if I slot it in Rain of Fire and Rain recharges 1.7 seconds faster and I'll get the proc in an AoE. Does the proc get two chances to go off since Rain lasts longer than 10 seconds?

    I lose .01 end recovery (nothing), 2.5 seconds on Hasten recharge, 3 seconds on Vengeance recharge, 0.6 seconds on Aim/Build Up recharge, 0.4 seconds on Blaze recharge, and a good chunk of damage off Blaze.

    Aggghh. That's a tough call, especially if I get two procs per cast out of Rain (I fight stuff that can survive that long often enough for that to matter). Thanks for the idea, now I have to weigh this...
  21. Up until now, I haven't really paid much attention to these, but I figured I could try to slot a set into one of my blasters. I own the 6 pieces and I have 4 catalysts so far, but I will wait to slot them until I have all 6 catalysts.

    I am pretty sure Blaze is the correct place to put it, but I am open to suggestions and explanations (as I really do not know a lot about attuned IOs in general). My build follows, in case that helps (primarily a ranger).

    Hero Plan by Mids' Hero Designer 1.956
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Hot Wheels: Level 50 Mutation Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Fire Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Force Mastery

    Hero Profile:
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
    Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(7), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
    Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15)
    Level 4: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(17), Thundr-Dmg/Rchg(17), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Thundr-Dmg/EndRdx/Rchg(21)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(27), RechRdx-I(50)
    Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(29), Posi-Dmg/Rng(31), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(31)
    Level 10: Fire Sword -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(33), C'ngImp-Acc/Dmg/Rchg(33), C'ngImp-Acc/Dmg/EndRdx(33), C'ngImp-Dmg/EndRdx/Rchg(34)
    Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(29)
    Level 14: Combat Jumping -- Ksmt-ToHit+(A), LkGmblr-Rchg+(46)
    Level 16: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(27)
    Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(21), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(23), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(25)
    Level 20: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(43)
    Level 22: Assault -- EndRdx-I(A)
    Level 24: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(34), Posi-Dmg/Rng(34), Posi-Acc/Dmg/EndRdx(36), Posi-Dam%(36), RechRdx-I(46)
    Level 26: Boxing -- Empty(A)
    Level 28: Consume -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(42), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(43)
    Level 30: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(36), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(37), S'fstPrt-ResDam/Def+(42)
    Level 32: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def(39)
    Level 35: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(39), LkGmblr-Def(39)
    Level 38: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(43), GSFC-Build%(46)
    Level 41: Personal Force Field -- LkGmblr-Rchg+(A)
    Level 44: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
    Level 47: Inferno -- Erad-Dmg(A), Erad-Dmg/Rchg(48), Erad-Acc/Dmg/Rchg(48), Erad-Acc/Dmg/EndRdx/Rchg(48)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50), P'Shift-EndMod/Acc(50)
    Level 0: Freedom Phalanx Reserve
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 50: Pyronic Radial Final Judgement
    Level 50: Diamagnetic Radial Flawless Interface
    Level 50: Rebirth Radial Epiphany
    Level 50: Musculature Radial Paragon
    Level 50: Rularuu Radial Superior Ally
    ------------
  22. Quote:
    Originally Posted by UberGuy View Post
    MaxHP changes change your current health proportionally. So if you lose, say, 10% of your maxHP, you lose 10% of your current HP as well. (The same thing happens when you gain maxHP, but obviously then your currentHP go up.

    1000 HP is 2.78% of 36,000 HP, so when you lose that much from your max HP, you lose 2.78% from your current HP as well. It keeps your current HP at the same percentage of maxHP as you had before the change.
    That makes sense to me. Just to confirm, that means my original speculation was correct, yes? They would lose 700 HPs, if there current health was at 70% of Max?
  23. Quote:
    Originally Posted by Eldagore View Post
    Are you playing this character solo?
    I'm running a mix of solo and teams, as suggested here. I try to get a decent mix in each 5 level range and I am trying to get all the TFs in. I have to run Sister yet on the blaster and I hit 25 already, so I'll be EXing. I really want to run the Freaklympics arc, although Freaks are hell on a blaster, IME. The scrapper just got to level 23. She needs Posi 1 and Sister still, plus I want to run her through Peebles as well.

    If you ever really want to watch grass grow, I am recording most of my activity on both the Energy / Fire blaster and the Staff / Invuln scrapper.

    Quote:
    Originally Posted by Eldagore View Post
    Anyway, I am curious to see where you go with your build. I dare you to solo it with SO's to 50. j/k, i wouldnt wish that on anyone after what I went through up until the last few respecs. I think success for you will depend on what you feel is acceptable amount of inspiration use, and what your expectation of leveling speed is. This combo fell short for both of those areas for me.
    I am interested on how long I can last without getting the Miracle +recovery on both characters. It is shiny and pretty and I wants it, my precious.

    My main problem with running the blaster up to 50 will be the same issue I ran into with the last Nrg/Fire blaster I had. I'll get into the 30s and start thinking... Hmmm, I love /Fire, but I'd rather play one of my Fire/Fire blasters instead. However, this time, I have this project and special projects like this can help keep me interested. Really, the scrapper has the same problem as I'll likely end up thinking, I really like this character, but I could be playing my Kat/Invuln.
  24. StratoNexus

    Blaster DP/Dev

    Quote:
    Originally Posted by Nethergoat View Post
    unless they've changed things since I asked for advice lo, those many moons ago, Fire Ammo is the ticket.
    Indeed. You want Swap Ammo, but really only so you can turn on Incendiary, the other two are not worthwhile (Standard round can be useful for the KB).
  25. Quote:
    Originally Posted by danomal View Post
    The forced hover - a band-aid added in years ago to prevent people from falling in dangerous zones that makes you virtually immobile after you teleport (aside from teleporting again). This is a clunky fix that helps teleport for long distance zone travel, sometimes, on lowbies. The cost is not worth it in my mind as it makes teleport considerably less versatile indoors and hampers you when you try to fine tune your navigation.
    What is your solution to this? The forced Hover is needed so you do not fall, it is possible the full stop is necessary to overcome the high momentum TP gives (not sure if that last is true). You can't just handwave it away, the Hover has to exist, so how would you make it work?

    Quote:
    Originally Posted by danomal View Post
    The long animation time: compare to shield charge or spring attack - powers that teleport faster and better than teleport itself. Standing there, flexing your muscles for two seconds and then appearing somewhere else essentially unable to move is just less than a teleporting superhero should be capable of. At least in my opinion.
    Now you are just being silly. Neither of those powers will continuously TP you anywhere, therefore they are NOT faster and better than TP. They have slightly shorter animations, which is a very different thing. I'd still be happy if they reduced TPs cast time, but making ridiculous statements isn't likely to help the cause.