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My Staff/Invuln scrapper is level 20 now. I had a very slightly harder road than the blaster. The KB in Energy blast is really effective in the early levels, with the difficulty set to normal (well, with bosses on). That said, the difference was very minor.
I started out on, and tried to keep to, a path that was very similar to the blaster. I did that mostly perfectly until level 9, but even through level 20 I have still run very similar content, if not always exact. Just like on the blaster, I slotted DOs at 12 and have kept them relatively current, although not maxed out.
I experimented with turning my difficulty up to /x2 at level 10, that did not go well. Unfortunately, my FRAPS freaked out on this mission as well, so I only got one of my three faceplants recorded. Went back down to x1. I had meant to try again at DOs, but I forgot. Hopefully, I'll remember to turn it up again next time I play.
Ran another great Synapse; this time we were all 20s or below: 2 brutes, 1 stalker, and my scrapper. Nice time of 1:49 (we did have help on Babbage). I went from level 15 to level 20. Going all the way to level 18 with just the three attacks plus brawl and my origin attack was a little rough, but now that I have Serpent's Reach it is much nicer.
I ran the old Tsoo Rage arc with my blaster and I have begun the new Tsoo arc with the scrapper. With Unyielding and strong Sm/Le resists, Tsoo are pretty easy for the scrapper. The extra range and the range attack of Staff have come in handy a few times to help deal with caltrops.
The blaster has started Peebles arc and I expect to run that with the scrapper as well. While I am trying to run the warrior arc with the blaster, I'll likely run the new 20-24 arc on the scrapper (Laura Lockhart, I think). -
I was hoping that at least we would see a new Nemesis enemy or two. Something bigger than the normal enemies and worthy of an invasion event. I have to admit, this is disappointing. I would have preferred just one day of crazy GM/AV spawning to this. Sometimes nothing is better than something.
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Quote:Don't confuse the blaster's role with the defender's!Turning the defender into a tank is a bad idea.
You are supposed to be the weak point in the team...if the enemies kill you first, the team is that much easier to kill. classic.
Improving defenders in a way that helps every primary equally is easy. Some people want to help certain primaries more than others, but that should not be how AT wide buffs are decided. If certain primaries need help (or are too strong) individual powerset tweaks are the tool to fix that. -
Quote:It is tier 3, except for MMs. And if you want to compare FB to other sets tier 1s, Gale can do the same thing to a whole spawn.Forcebolt gives you 100% def against one target for 5-6 seconds...other attacks of an equal level dont do that...if there is only one target, he is held [functionally]. That is decent for a tier 1 attack.
I like Repulsion Bomb and it is good at some temporary mitigation and minor damage. I see no reason why it should not do more. -
Quote:You brought up Blazing Arrow after being told Blaze was an outlier in an attempt to show that Lancer looked bad even compared to what is considered a poor single target set. Except Blazing Arrow is NOT a poor tier 3 attack, rather it is better than most. I have no idea how you fail to see the relevance of my post, other than the fact that you likely forgot just how bad most other tier 3 attacks really are when it comes to DPA. Note, I am not trying to say Beam is fine and wonderful as is, but simply that Blazing Arrow, like Blaze, is also an above median attack, as is Lancer Shot.I have no idea why you consider that a relevant interjection into what was a follow up reply to
Quote:But if you are going to start making comparisons you should at least report that as blazing is 4th out of 10 not 12 seeing as AR and Elec don't have Tier 3 single target attacks
Quote:And the actual top 3 tier attacks are all considerably superior to lancer shot with disintegration and blazing arrow
Blaze 159 dps
Bitter Ice blast 108
TK blast 103
Blazing arrow 81
Lancer Shot 75 -
Quote:Except Blazing Arrow is actually one of the best tier 3 attacks for DPA (4th best out of 12 sets (although that does include sets that don't really get a true tier 3)). Archery's single target woes are due to Snap and Aimed having quick recharges (and no DoT) and redraw.Archery
Blazing Arrow: 81.68
And that is on a relatively poor ST set. That doesn't need to set up disintegration to do its damage first.
So, saying that Beam's tier 3 does less DPA than one of the better tier 3s, is not really saying much. Even without disintegration, Lancer is slightly better than most other tier 3s, as a matter of fact it ranks 5th, just behind Blazing Arrow (and stays at 5th, just behind BA even after disintegration, although with dis and the -res from Piercing, it would move ahead of Blazing Arrow ever so slightly at 85.16). -
This would be the best thing since Ninja Run (and it would be way better than Ninja Run).
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Quote:If server transfers are fast and either free or very cheap (say about a quarter), then, to me, they are the same thing as cross server teaming (assuming naming/SG things are solvable).Can someone explain to me the allure of cross-server teaming, as an idea?
What I'm unclear of is this: What problem does cross-server teaming address, that inexpensive (free is better) and immediate server transfers doesn't? Assume you could solve "The Name Problem" (which I agree is an immense, intractable mess of a problem, but pretend there's a mythical everyone's-happy solution to it, for a moment).
Honestly, I still think the method should be be, log in, choose character, choose server/shard/instance/whatever you want to call it. Community here exists through global channels, not broadcast chat on a server. -
Quote:It is hard to go wrong with Sonic or Fire, but all the joyous AoE damage and Hot Feet work counter Siren's Song and, as always, cones and PBAoEs are not the best mix.I've personally found that combo to be pretty effective even before I tricked it out with IOs.
My Sonic/Fire is a pirate and is definitely enjoyable. -
Not really. Just two of the few that think Storm needs help. Storm's power level is very high, it never belongs in a thread of this nature, except maybe as a comparison for where some other set should be improved to.
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So. How goes the fun EG?
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Once engaged, Stealth suppresses and will have zero effect on aggro control. The only drawback it has is it can delay aggro when first leaping into a spawn, but after that it is irrelevant. Not that I think the above build should have it if it is just for defense, but if they want stealth for the stealth part, it is fine.
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I am still trying to figure out how you find it perfectly normal that radiation makes you resistant to bullets and swords. Where is that precedent? What makes lethal resists acceptable to you, but not Psi resistance?
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Quote:Wow, you're good. I always need the specifics before I can make a value judgment. You can make the judgment and then suggest needing specifics. That is a skill beyond me.At first glance it sounds weak. I'd like to know more specifics.
Oh! Well then. We are all good. From what I read, it makes the user resistant to psi as well, so that explains everything! -
The same way a Shield often does? The same way SR can dodge many of them? The same way it prevents you from being held by the force of gravity and the way it prevents you from being held by a block of ice and the way it prevents you from being held by the power of dark energy and the way it prevents you from being held by mental control?
The cosmic energy coats your synapses? It's magic? The radiation is concentrated in the nervous system and rapidly heals any overload in that system very well?
How would radiation block a sword or bullet? -
Any other word on this? I am curious if other people have healing problems from their Lore pets.
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Quote:Hmmm.A well built Brute running Hybrid Melee and Performance Amps is outright better than a Tanker build to the same caliber running Hybrid Assault and same. Both are nearly immoral, but the Brute still gets way more damage.
Brute
Base + .95 slotting + .10 IOs + .15 PerfAmp + 1.4 Fury
0.75 x 3.6 = 2.7
Tanker
Base + .95 slotting +.10 IOs + .15 PerfAmp + .75 Hybrid
0.80 x 2.95 = 2.36
Looks like 14% more damage for the brute. Not exactly way more, but not insignificant (Hybrid Assault may end up different than the above calculation, but going with what info we have now). On tankers, the +HP/regen PerfAmp is worth more (even those who can perma-cap often don't hit the button until needed, and very few WP builds perma-cap). -
OK. In between crunching vids I looked over the build in much more detail. You mentioned being a ranged hover blaster and all your PBAoEs are woefully underslotted (except BA, arguably the worst performer of the bunch). Considering that, I went and made a significant alteration. If you prefer keeping the PBAoEs for funs, please ignore the rest.
The following build would be more survivable and is more inspiration friendly. There are mostly subtle shifts, but they add up pretty dramatically.
First the losses: Range defense dropped 0.6%, Nrg/Neg Def dropped ~7%, and net recovery dropped slightly. Consume takes 2 seconds longer to recharge and doesn't recover as much per enemy hit. Build Up lost 1 second of recharge and 1.6% of To-hit buff. The build no longer buffs team defense by 3.5%. And, of course, there are no longer any regular PBAoE damage powers.
The gains: 6% Sm/Le Def, 1.6% F/C/Psi/AoE Def, 3.9% Melee Def, 24.8% Sm/Le resistance, 6% Fire Res, 3% Cold Res, 37% regen (about 2.3 HP/sec if you have the accolades), +6% To-hit, +3% damage, +7.5% recharge, some +perception, and 4pts of KB protection. I also added the Posi Blast procs to your three TAoEs, they would work better than the enhancers I removed.
What do the gains mean? Sm/Le is still your most common threat, the higher resists will be noticeable (if you tier 4 your Alpha, you will pick up even more resists). 1 medium or 2 small purples (25% def or 26.25% def if vet) now caps you to everything except F/C/Psi whereas the other build falls short everywhere except range and Nrg/Neg (slotted fortitude or Cold Shields will cap you to SM/Le/Nrg/Neg/Mel/Range). 3 smalls (or 1 med and 1 small) incarnate cap you to everything except F/C/Psi. One note, it is a minor thing, but when mezzed your old build was capped to range, nrg, and neg with 1 small luck, since the following build relies on Weave, if you get mezzed, this is no longer true. Orange inspires are now much more powerful (vs. Sm/Le), since they are stacking onto 47% resists.
Char is useful and having Flares will give you solid damage even when mezzed (Sequestered, who cares?). I'd consider dropping Inferno and picking up Air Sup, but I think Ring of Fire will take care of any -Fly needs, so I left Inferno for giggles.
If you use Blaze-Ring-Blast as your primary chain, the new build can attack for 4.5 minutes before running out (assuming no accolades) and it is actually unlikely you would burn the endurance out due to lag/being human. If you have the passive accolade endurance buffs, that would eliminate the concern entirely.
Hero Plan by Mids' Hero Designer 1.956
http://www.cohplanner.com/
Click this DataLink to open the build!
Blastion: Level 50 Science Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Flight
Power Pool: Speed
Ancillary Pool: Flame Mastery
Hero Profile:
Level 1: Fire Blast -- 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-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg(7), Thundr-Dmg/EndRdx(9), Thundr-Dmg/Rchg(9), Thundr-Acc/Dmg/Rchg(11), Thundr-Acc/Dmg/EndRdx(11)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dam%(13), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(15), Posi-Acc/Dmg/EndRdx(15)
Level 4: Boxing -- Empty(A)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(19), Ksmt-ToHit+(43)
Level 8: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(21), Posi-Dmg/Rchg(21), Posi-Dam%(23), Posi-Acc/Dmg/EndRdx(23)
Level 10: Fire Breath -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(19), Posi-Dam%(25), Posi-Dmg/Rchg(25), Posi-Dmg/Rng(27)
Level 12: Aim -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(17), GSFC-Build%(17), GSFC-ToHit/Rchg(27), GSFC-ToHit/Rchg/EndRdx(29), GSFC-Rchg/EndRdx(29)
Level 14: Fly -- Winter-ResSlow(A)
Level 16: Build Up -- Rec'dRet-Pcptn(A), HO:Membr(31), Rec'dRet-ToHit/Rchg(42)
Level 18: Blaze -- SBlastersW-Acc/Dmg(A), SBlastersW-Dmg/Rchg(33), SBlastersW-Acc/Dmg/Rchg(33), SBlastersW-Acc/Dmg/EndRdx(33), SBlastersW-Acc/Dmg/EndRdx/Rchg(34), SBlastersW-Rchg/Dmg%(34)
Level 20: Tough -- S'fstPrt-ResDam/Def+(A), RctvArm-EndRdx(34), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
Level 24: Hover -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(43)
Level 26: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Acc/ActRdx/Rng(40), Mantic-Dmg/ActRdx/Rchg(40), Mantic-Dmg/EndRdx/Rchg(40), Mantic-Dmg/EndRdx(42)
Level 28: Consume -- P'Shift-Acc/Rchg(A), P'Shift-EndMod/Acc/Rchg(42), P'Shift-EndMod/Rchg(43)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(31), LkGmblr-Def/EndRdx(39)
Level 32: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(46), Thundr-Dmg/EndRdx/Rchg(48)
Level 35: Bonfire -- RechRdx-I(A)
Level 38: Char -- BasGaze-Acc/Hold(A), BasGaze-Acc/EndRdx/Rchg/Hold(46)
Level 41: Fire Shield -- GA-3defTpProc(A), RctvArm-ResDam/EndRdx(45), RctvArm-ResDam/Rchg(45), RctvArm-ResDam/EndRdx/Rchg(46), RctvArm-ResDam(48)
Level 44: Rise of the Phoenix -- Dct'dW-Heal/Rchg(A)
Level 47: Afterburner -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
Level 49: Inferno -- M'Strk-Dmg/Rchg(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(48), Mrcl-Rcvry+(50), RgnTis-Regen+(50)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(45)
Level 1: Defiance
Level 4: Ninja Run
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Cardiac Core Paragon
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Quote:1. Agreed. Unless we are also allowed to change our origin at respec.There's a lot of stuff in this thread but I want to add one thing
If they DO make other "origin themed" power pools. For the love of all that is holy DON'T
1: make them origin locked
2: Make them mutually exclusive.
2. Hmmm. I could certainly see making them mutually exclusive. That can be a good tool to use when designing, but it definitely works better (or at least is easier to do it well) when you design all the mutually exclusive stuff together. -
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Quote:First, whatever happens to Sonic's relative ranking amongst buff/debuff sets is irrelevant if Force Fields should be deemed to need something more than it has. Second, improving Force Field does not preclude improving Sonic.The problem with a 40% res debuff is that Sonic would become basically useless. The res debuffs are what set it apart from FF IMO.
Finally, I disagree that Sonic becomes basically useless. It gets a 30% AoE resist debuff with no activation time cost as well as the single target debuff that requires casting. Resist shields are a strong complement to a team and are often less represented in game. Wide ranging status protection for teammates that doesn't require them to huddle near you is also very valuable, IMO. Liquefy is different beast than anything FF offers, and while I wish it wasn't on such a long recharge, it is very, very potent. -
I get 2 mph out of that 2nd slot in swift! That is huge. The tier 4 Musculature allowed me to get away with only 3 slots in Sprint too!
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Quote:For allowing me to waste 4 extra slots? Yeah, thanks for that!Fortunately, I convinced Castle during I9 beta to change it from being Unique. You're welcome.
It should be noted I do have 2 characters with 5 of those slotted. I still think EVERY +speed bonus in IOs should be increased by 50%. -
The small difference in Blaze recharge is the difference between a gapless Blaze, Ring, Blast chain and one with a gap.
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Quote:I am just going to talk late game. Kin can have it tough, but if you got Fulcrum off, that can often buy you enough time because the damage output of the enemy is lowered enough to make it easier to survive and, of course, once you come out of the mez you have a huge heal to recover with and often some kind of damage and recharge buff to help kill fast (and heal more often if needed). And, of course, the buffs Kins have given out do not expire or suppress just because they get mezzed.Where is the mez protection in Kinetics, Dark Miasma, Cold Domination, Thermal Radiation, etc... (for the caster)?
Dark's get mezzed? Of course they can, but with the very strong alpha of Fearsome Stare combined with Darkest Night, mezzes are much less problematic. Howling Twilight is another great way to take a whole spawn out of the picture. If the player gets mezzed, Fluffy often keeps on going. Petrifying gaze can stop a mezzer from being a problem. Then there is that heal to recover when something bad does happen. Tar Patch keeps doing its thing even if you are mezzed.
I've been mezzed on my Cold, but the mez usually wears off long before the enemy stops falling down because they are cold and wet (and that def/res debuff doesn't end just because I get mezzed).. If the enemy doesn't kill me early, their gonna have a tough time since all of their attacks will be recharging for a long time. And if I am teaming, even when I get mezzed, my whole team is still enjoying the benefits of my buffs.
Thermal has that benefit as well, plus that heal to recover from something unfortunate as well as some debuffs that do not shut off just because you get mezzed.
Old defiance used to give me a massive damage buff when the mez wore off (of course, this was because I had gotten hurt a lot). I found I could often come out of a mez and very quickly eliminate the enemies (but jumping into the next spawn could be dangerous, although done right, it also could be very rewarding due to the quick defeat of the whole spawn, yay for lucks stacked on Tough and Fire Shield). I think new defiance is more fun and les challenging to leverage, but I do not believe it is any more useful at surviving mez than old defiance (used well) was.
Yeah, buff/debuff can get mezzed, but they almost always have significant ways to prevent mez, recover from mez, and still be contributing to the team even though they are mezzed.