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Posts
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Joined
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Quote:Not as obvious as hoped or datapoints show Consume is fine with 3 minute recharge?Five seconds after I read the burn normalization note, I thought to PM Castle about Consume, because its the obvious next thing. Ten seconds after I read the burn normalization note, I figured there was no point, because its a little too obviously next thing.
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Can you do Sm/Le/Ranged soft cap? That would be what I would try for.
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Ring of Fire has higher damage per activation and damage per animation. However, it is a DoT, so depending on the situation, Flares may be more prudent. Ring also costs a lot more endurance than Flares, so if Flares will kill it, I'd use that.
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Quote:That much Malta kills people WITH a mez protection toggle. =^-^=No insp, no Destiny, herd up as many malta as you can and just stand there as long as possible
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It should kill anyone without a mez protection toggle. -
Quote:That sounds like successfully meeting a design goal, rather than a problem.One salvage rack? Between the /vault command and a maxed out slotted 50, you have nearly the capacity on a single toon that an entire base has and STILL don't have a drop in the bucket of enough storage needed to maintain more than one toon without constantly having to shuffle/sell/etc salvage. It's gotten to the point that I only keep salvage on my SG leader toon(s) and sell at "whatever location I feel like at the time" because of the rediculous lack of storage.
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Sweet! Revive and Resurgence have been fixed.
Concentrates harder on Blaze Mastery: Melt Armor. -
Quote:It is possible most Blaster problems are team oriented. If they meet the threshold for soloing, but still gather lots of debt while teamed and are fairly popular to play, there might be no pressing QoL reason to adjust them.Except the changes to all the other ATs are expressly to make them less team dependent (ie: to make them more soloable) So the answer to your last question is yes it is wrong and the devs have known/shown that for every AT that could not solo efficiently starting with containment for controllers.
I wouldn't be surprised if most players have statistically significant trouble solo when playing a blaster, but it is not a foregone conclusion in my mind. None of this is to say that I do not want blaster improvements. I still believe all the following:
Quote:That being said, there are still many, many things that could be done to improve the blaster state without making them just like the other ATs.
Nukes that don't crash (maybe a modestly faster recharge as well).
They could get a bonus to their move speeds, the better to facilitate moving in and out of melee. Possibly even added control and friction.
Snipes with some advantage (for starters, it could gain a defiance bonus that actually represented its full animation time).
Offensive toggles do not shutdown when mezzed, just suppress.
Perhaps some +perception/perception debuff resistance to Aim and maybe even Build Up.
They could regain the endurance advantage they once had over other ATs.
As the AT that is designed to "require" ally support, I think they should be able to benefit from it more than they currently do. While raising the HP cap or resistance cap are ideas along this vein, there are other unique things that could be done that do not infringe as much on making them more like scrappers. The unique things may be harder though, because they would likely require new techs.
More specific stuff could be done for individual sets, Swap Ammo could be made to matter more, /Devices could be given a once over, VS could be made less of a hassle, Blazing Aura could be altered, etc. -
Quote:The following is pretty public.I actually suggested a few weeks ago that this might in fact be true to a degree, but that doesn't mean its actually a good reason to continue the practice. Its more a statement of fear and prejudice than an actual valid game design rationale. It would imply that Blasters are the sacrificial lamb of the game, and if that's the case the devs have an obligation to state so.
I double-dare them to do so publicly.
the Blaster is quite fragile; this Archetype has relatively few hit points. Blaster heroes must be on their guard before getting into combat; while their immense power can overcome most foes, alone they are quite vulnerable. The Blaster can turn the tide of a conflict, but they need their friends to help them succeed.
The newer, in-game description is less clear though.
Quote:The Blaster is an offensive juggernaut. This hero can deal a ton of damage from a distance. But the Blaster must be careful, because he's somewhat fragile compared to other heroes. The Blaster can't stand toe to toe with most opponents at melee for long. His best defense is a great offense! -
Quote:Indeed, blasters are supposed to rely on teammates.Actually I think I have. Blaster performance is the way it is so that Defenders have someone to defend. I honestly think that's the part of the teaming concept the original devs had that the current crop of devs still cling to. Even though they have abandoned the teaming/team support (ie: difficult to solo) concepts of all the other ATs.
I am not even convinced the Blaster problem should be fixed. Their current design may be desirable to too many to change it.
Is it wrong to have a team reliant AT like blasters? -
You can sap AVs and even GMs, but they have such a high base amount of recovery and Endurance that it is difficult to keep them floored. Even with heavy drain and -recovery they will occasionally get that tick of End and use it. I sometimes run a team of all /Elec defenders and sometimes feel bad for the AVs.
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Quote:I am pretty sure there is a difference between Milady's suggestion and the general outcry against a buff that sometimes turns off.Positron specifically stated that in his opinion, players would perceive a buff that sometimes turns off as a penalty that sometimes turns on. And a bunch of players promptly jumped in to prove him right. And then I remembered why I cheer for the aliens in Independence Day.
People are likely to rail against stances when the stance creates a postive/negative scenario, as several of the suggestions in that time created. When "stance" A is obviously and undeniably better than "stance" B, stance B is a penalty. Hopefully, the Aliens from ID kill me, because I know I was opposed to that kind of stance situation in the past (and still am), just like I was not a fan of Domination.
Players have repeatedly shown this to be true; thus we have stacking armors in armor sets that originally had either/or choices, Instant Healing is a click, Domination's damage buff was altered so it is now always on, etc.
Yet, players will use temporary buffs (although even these are more often left out than many forum users realize), as I know people use Aim, Build-Up, Soul Drain, etc. So there is a place for those types of buffs, but to me that place is in the short duration uses, as opposed to the stance concept.
Milady's suggestion is attempting to create a situation where stance A and stance B could be seen as (near?) equal in usefulness. People would love Swap Ammo a lot more if each stance was seen as equal in usefulness. One could argue that stance B may need help or something else added, but I do not think the idea falls squarely into the area Positron was worried about.
As to the topic in general, I accept Blaster's current susceptibility to mezzing and still find fun in the D2 mechanic to help against mez. I am still not convinced it is any more useful at helping people live after a mez than D1, but it is more fun to most, I think. The one thing I'd love to see added would be to have the offensive toggles merely suppress during a mez. It would be a unique offensive benefit for blasters, both allowing the offensive toggle to instantly kick back in when the mez ends and improving blaster offense by allowing them to animate some other attack instead of turning the toggle back on (I am, of course, biased, since I heavily favor /Fire Manip). -
Do we still need to use this command in order to take advantage of SLI?
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Quote:Willpower can get likely cap with IOs/accolades but it may not be worth the other small sacrifices. That said getting very close to the cap is very doable.Quoting this but the question goes out to anyone:
Is this factoring in Incarnate abilities? Reason I ask is can Willpower even cap its HP through IO's?
That HP difference with Rebirth could make substantial gains on an Invul tank.
Click me for Iggy magic -
I'd likely put WP and Invuln in a tie for 2nd when it comes to straight mitigation on high end builds.
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Quote:Just because it is different, does not mean it is lacking. That said, it IS lacking, but not because it is also a teleport.I'm really not trying to be rude, but if you have to type stuff to use Wormhole the 'best way' when another controller can use flashfire/stalagmites/seeds of confusion/terrify/basically almost all AoE control powers at will without bothering the rest of the team, it means the power is severely lacking, especially since the set doesn't have another AoE control (for example, telekinesis can be bothersome in some situations, useful in a few, but mind control has a lot more to use instead).
Quote:What would make me happy with Wormhole, and apparently other people here:
- Increase the radius of effect.
- Make the Stun register earlier
- Make the Knock Back into Knock Down
I have been fond of the idea of having Singularity spawn two pets instead of one pet. -
Quote:TeflonYeah I seek a single noun to describe a indestructible/invincible/ immovable object or thing but it suprisingly seems the English language is missing such a word.
Words like Castle and Mountain come to mind but it doesnt directly have the same meaning
lol maybe someone can recommend their Tankers/Brute name to the English group of scholars or whoever makes new words for the creation of this new word.
Untouched
Unmoved
Invincible
Bedrock
Foundation
Bastille
Immunity
Fastness
Stronghold
Certainty -
Quote:Ohhh... When Energy Torrent hits a big group of enemies... GLORIOUS! And Power Burst's wind up then release sound is fabulous. And Explosive Blast's quick boom and the pew pew pew of Power Blast and of course Nova. I think the sounds are one of the main reasons I love Energy Blast.I don't play with the sound on... so that part is completely lost on me.
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Quote:Since I run a Stone/Stone with the KB proc slotted, I actually wish the KB happened a bit more often than it does. Getting pinned in place has been the biggest drawback I have had to deal with on my Stone tanker and the ability to open a hole with KB has been handy (but much less frequent than desired). Anymore I just be sure to keep a few breakfrees handy in case I want to turn off Rooted and jump over the enemies.I understand that you have Kinetic Combat five-slotted for the run speed bonus, but using the KB proc in KD powers like the mallets means they are going to KB when the proc hits. You'd be much better off pulling those two slots and putting them in Swift--that will increase your run speed more than the two 5% bonuses.
I use level 30 IOs to get Def capped to Sm/Le/En/Ne/Psi.
Hero Plan by Mids' Hero Designer 1.952
http://www.cohplanner.com/
Click this DataLink to open the build!
Halstien: Level 50 Magic Tanker
Primary Power Set: Stone Armor
Secondary Power Set: Stone Melee
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Presence
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Rock Armor -- GftotA-Run+(A), S'dpty-Def/EndRdx(3), S'dpty-Def(3), S'dpty-Def/EndRdx/Rchg(31)
Level 1: Stone Fist -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/EndRdx/Rchg(13), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Knock%(43)
Level 2: Stone Skin -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(9), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(33), S'fstPrt-ResDam/Def+(37)
Level 4: Earth's Embrace -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Rchg(15), Dct'dW-Heal(42)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(50)
Level 8: Rooted -- RgnTis-Heal/EndRdx(A), RgnTis-Heal/EndRdx/Rchg(9), H'zdH-Heal(11), H'zdH-Heal/EndRdx(17), RgnTis-Regen+(50)
Level 10: Taunt -- Mocking-Taunt/Rchg(A), Mocking-Taunt/Rchg/Rng(45)
Level 12: Mud Pots -- Erad-Acc/Dmg/EndRdx/Rchg(A), Erad-Acc/Dmg/Rchg(13), Erad-Dmg(15), TmpRdns-Acc/EndRdx(17), Erad-Dmg/Rchg(42), TmpRdns-EndRdx/Rchg/Slow(42)
Level 14: Brimstone Armor -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(46)
Level 16: Boxing -- Empty(A)
Level 18: Crystal Armor -- GftotA-Run+(A), S'dpty-Def/EndRdx(19), S'dpty-Def(19), S'dpty-Def/EndRdx/Rchg(34)
Level 20: Maneuvers -- GftotA-Run+(A)
Level 22: Fault -- Mocking-Acc/Rchg(A), Mocking-Taunt/Rchg(23), Mocking-Rchg(23), Mocking-Taunt/Rng(25)
Level 24: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(25), RctvArm-ResDam(33), RctvArm-ResDam/EndRdx/Rchg(37)
Level 26: Minerals -- GftotA-Run+(A), S'dpty-Def/EndRdx(27), S'dpty-Def(27), S'dpty-Def/EndRdx/Rchg(40)
Level 28: Heavy Mallet -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(29), KntkC'bat-Dmg/EndRdx/Rchg(37), KntkC'bat-Knock%(43)
Level 30: Weave -- GftotA-Run+(A), S'dpty-Def/EndRdx(31), S'dpty-Def(31), S'dpty-Def/EndRdx/Rchg(34)
Level 32: Provoke -- Mocking-Acc/Rchg(A), Mocking-Taunt/Rng(33)
Level 35: Tremor -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(36), Erad-Acc/Dmg/EndRdx/Rchg(36), Erad-Dmg/Rchg(36)
Level 38: Seismic Smash -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(39), Mako-Acc/EndRdx/Rchg(39), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dmg/EndRdx(40), Mako-Dam%(40)
Level 41: Conserve Power -- RechRdx-I(A), RechRdx-I(50)
Level 44: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(45), P'Shift-EndMod/Acc(45)
Level 47: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Acc/Dmg/EndRdx(48), Posi-Dmg/Rng(48)
Level 49: Tactics -- EndRdx-I(A)
Level 50: Nerve Radial Paragon
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift -- Run-I(A), Run-I(7)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Mrcl-Heal(21), Numna-Regen/Rcvry+(21), Numna-Heal(43)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(46) -
You are a Dominator. You are an end game dominator who is choosing to run higher difficulty content (I do that too, its more fun than fighting even cons for me). Your pet needs you more than you need them, which is likely a good way to balance Dominator sets.
I would think the mitigation from Ice Slick and Shiver ought to be helping a lot, but it is possible Ice's lack of every spawn AoE hard lockdown is more of a concern. I know with my Fire/ Dom the Imps do OK, but I can Flashfire every spawn (I usually lose one very early in a mission, but then the other two seem to have learned the lessen based on the first one's death). Sometimes they will get all suicidal more often, but it is manageable.
Against AVs it is indeed less likely to keep them alive (as in they almost never last a whole fight). Jack is tougher than the imps, but likely not tough enough. I know my Sing on my Grav troller is usually tough enough to last even against AVs, but Jack is not as tough as that. -
Indeed. Dominator Sleet is great. I was hoping its inclusion into the game might mean they would fix APP Melt Armor, but that has sadly not come to pass.