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I was using 'hate' colloquially.
Quote:The times I jump in are when another poster is touting the animations of the set when performance was the question.
You jump in and slam pistols outside of just performance discussions. You slam it when people are asking for a pistols build. People asking for how to build a pistols blaster are not looking for advice to roll a different blaster or a defender or corruptor instead, but you have jumped into threads and done just that. The very post I linked to, that you quoted, was a totally unnecessary post by you in a thread about preference, not performance.
It feels like you look for excuses to point out its flaws (and gloss over its advantages). That is my perspective, maybe I am just reading more into your posts because I disagree and I want everyone to love pistols (I do not think so, I generally prefer my Fire/Fire over my Pistols/Fire, but bias can be hard to see, especially when it is your own) or maybe I am seeing something you are not.
Quote:I will continue to post to remind the devs that DP needs work just like I continue to remind the devs that /devices needs work. (Edit - I notice that you never seem to have any issue when I point out the problems with /devices but you do when I point out the issues with DP. Why is that do you suppose?) -
/Mental is an excellent choice. Drain Psyche and Psy Shockwave work well with HoB and Bullet Rain. I'd avoid one or both cones, if you want to play mostly in melee.
/Fire is an excellent choice. The PBAoEs are a perfect match. Hot Feet is remarkable. Fire Sword Circle is a fabulous early AoE powerhouse and is complimented nicely by Bullet Rain. I'd definitely avoid the cone for this one.
/Elec is a good choice. The melee attacks are potent and Thunderstrike is a decent PBAoE. Lightning Field is OK for some extra damage (but skippable if you do not prefer it). Power Sink is fabulous and Shocking Grasp does good damage and it can help stack holds on a boss (with Suppressive Fire). This would also be the most similar to /Energy. -
Brutes, Tankers, Scrappers ("Hopping around like a headless chicken, doing insignificant damage through taking random pot shots at BM or using the one or two ranged attacks you might possibly have is an ineffective waste of a team slot.")
Brutes, Tankers, and Scrappers bring aggro control (hint: this is important), and BMs Warriors and swords can be punched, smashed, sliced, and taunted so they are not chasing the buffers/ranged damage dealers. It can also be useful in the sewers as well as fighting vs. clocks and warwalkers.
This is especially useful on a Brute, because having aggro keeps the damage up (maintaining Fury just fighting BM is pretty damn impossible). Most squishies I play with are not Sm/Le capped who can just blithely ignore the swords and warriors. Fortunately for me, most armored ATs I play with are quite skilled at keeping most of the swords and warriors focused on them. Use the secondary function of your AT (primary function if a tanker) and gather up some damn aggro. The difference between an armored toon who focuses on the chaos (and makes it less chaotic) and one who simply blinds themselves to all but the AV is quite remarkable, IME, on the Apex TF. The vast majority of any deaths I have in the Apex are from swords and warriors in runs where the brutes, tankers and scrappers think the AV is the only thing on the map to be concerned with.
It is nice to have two of them, although I freely admit that after that, the Apex does indeed reward range damage (which is NOT the same thing as totally marginalizing melee focused damage). -
I am sorry for the derail Test_Rat, but I figure you got the answers you needed anyway, so I do not feel too bad.
Quote:Indeed. I am glad all your comparisons are not that unfair and ridiculous. You act like a Pistols user cannot have those things (and they really do not need all those things anyway). And I never even hinted that the orange statement you made was true. Are you arguing with yourself? Making up points you can easily counter that I never hinted or intended? I NEVER said or even implied, "* The 10% defense in HoB on a brand new, totally nekkid, Dual Pistoleer is = to a fully IO'd, been played as a blapper since I4 (man do I miss old defiance with this toon), been my main since I9, loaded for bear on accolades, Energy/Energy/Force blapper."When I'm talking about the awesome that is my attack chain with my Energy/Energy/Force. I'm referring to a player with lots of blapper experience, (me in this case), running Force of Nature, Perma Hasten, Slotted Alpha Incarnate, and 50% defense from the 2 medium purple insps I consumed 5 seconds ago, with Geas of the Kind Ones, a catch a breath, PFF and Phase shift, the Wedding Band, and Eye of the Magus as back ups. In this case the later blapper.
Winner the ancient Blapper, Loser the newbie Pistoleer
What I was implying was that if you can get your Nrg/Nrg "nuke chain" off, then it is very reasonable to believe that utilizing HoB can also be done and done well. That is all, nothing more.
Quote:* HoB = Nova. These are not even close to comparable powers. The only thing that is similar (and most likely leads to this mistaken conclusion) is that both powers are tier 9 PBAoEs.
DO NOT make up an argument I never posited, please. It is annoying and I believe you are better than that.
Quote:* HoB = Full Auto, Rain of Arrows, or any other crashless nuke.
I fully understand the advantages and drawbacks of all 3 of the tier 9s you post about. I firmly believe you do not. You have great difficulty seeing the drawbacks of RoA and Full Auto. You seem unable to see any of the advantages of HoB.
Quote:The Pistoleer MUST be in close/melee range where objects provide no benefit (and can in fact be a hinderance). The Pistoleer suffers an immediate ranged Alpha and will suffer a melee follow up attack immediately after. Slotting range does nothing for the attack and it's only benefit is being able to switch secondary effects that come pre-nerfed because they CAN be switched and a 10% defense buff (actually 9.25%) that lasts 5 seconds (and is instantly nullified by a single mob that uses a rifle with the burst power).
In addition, it is not a clear drawback that one must be in/near melee range. Blasters are designed to function in/near melee. There are clear times where being in/near melee range is quite advantageous. Archery can, of course, choose to RoA from just about anywhere, including in/near melee, but Rifle is not so accommodating.
I generally consider the PBAoE nature of HoB to be an advantage, although I freely admit the choice to use RoA as a PBAoE or ranged death is very nice.
Quote:No my friend, what we actually both know is that it is extremely hard to survive in melee range as a blaster, but that you can compensate for it with several years of practice and skill, lots of IO set bonuses, lots of Accolade and temp powers, a boatload of inspirations (colloquially known as blaster candy for good reason), and a good team. All these things will bring you up to somewhat less survivable than an SO'd scrapper accounting for the same amount of skill.
Quote:10% defense for 5 seconds is merely spitting in the wind.
I guess I just get annoyed when you feel the need to post for no reason and spew the hate. I can understand not liking the set. I can understand you feel it under-performs (OK, I don't actually get that part, but I can sort of see it if I look a bit askew). I can even understand you posting when someone asks. But just posting to slam Pistols after you had already stated your preference? Nah, I have trouble getting it. Now, I understand power-hate, but Pistols is just not worthy of the level of venom you toss at it, especially when you do it uninvited. -
Quote:It is my opinion that this highlights a neutral move for blasters. Blasters are range AND melee damage. That is their design premise and has been since before the game was released. 'Death from afar' is a corruptor/defender role and most of that is focused on AVs, which is where corruptors will obliterate a blasters damage output (and that is before any debuffs, I am just talking straight up damage, scourge is amazing against hard targets).Heck, the way some new stuff benefits from 'death from afar,' and 'kill it quick,' blasters are the difference between a success and a resounding success in my experience.
While I am not opposed to blasters being able to leverage their range half, I also do not find it to be a "strength" that I MUST leverage it because I am too weak to engage the other half of my powers. That is not to say I am against those types of mechanics, I enjoy stuff that forces us to move and I am glad to see the game give the nod towards those with range attacks, which does include blasters, but blasters are a melee AT as well (and generally do their best damage if they can stay in melee range).
When you look at the other range/melee ATs, dominators, VEATs, and Khelds, it is not hard to see that they gave a lot of versatility to those other, later iterations of the range/melee ATs. This is especially true when you look at the current state of affairs, since doms and Khelds were previously not as potent with their damage output.
I am not claiming that fewer people will play blasters nor am I saying that fewer people will allow them to join their teams nor do I even believe that fewer people will look for them when doing searches.
I do believe that Blast set true nukes need to be rethought. I think Judgment simply highlights this fact even further (I think it has been pretty obvious they should be rethought for awhile now, but one more thing has been added to the pile of evidence). I think this is true for blasters, corruptors, and defenders. Would this solve the "blaster dilemma"? No, but it will be a step in the right direction for all three Blast set ATs, IMO.
As for the general "weakness" of the blaster, that is not my concern at this time. I'd rather see how these 5 levels of the incarnate system pan out before any kind of AT assessment is made. But majorly off things such as snipes and nukes, I think they can and should be addressed quickly. -
I probably shouldn't do this, but just as you seem compelled to slam Pistols every chance you get, I guess I am compelled to scratch my head occasionally and point out where I think you are having a disconnect.
If it is so hard to live through HoB's 5 second animation (if we throw in Build Up, call it 6 seconds), how in gods name do you even get to the nuke in your chain before you are dead? And you have to be in melee from the very beginning, because if you add movement the nuke will come too late to benefit from at least Aim, as you state it comes in the very last second.
Even if you discount the animation time of Aim and Build Up (hey, you are likely invisible), you are still in melee with very angry enemies for over 6 seconds before you start to activate the Nova, which takes another 3 seconds before it goes off (I hate dying in the middle of Nova on my Nrg/Devices blaster, thankfully it is very rare).
Of course we both know the answer is that it is not hard to survive that long in melee on a blaster, so you should stop using that as a strike against HoB, especially since they buffed it to add defense to make it even easier to survive.
Quote:As far as my nuke chain goes:
I don't have burst in my build and the defiance duration of TF is one of the keys in the chain. Nova is in the last second of Aim to take full advantage of the chain.Quote:I would call these quantitative and quite accurate. 6 minions can defeat a blaster in 5 seconds with their Alpha and follow up especially since they can use their ranged and melee attacks. The other crashless nukes can be used from outside of mob perception range and only the ranged alpha has a chance to hit you before you can respond with something else. -
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Quote:Interesting. I am not sure what you intend by your use of meaningful. The challenge is designed to help you understand the limits of your build and to help you learn how to push those limits and how to play at the edge of those limits. It is intended to kill you more often than not, or at least put you near death quite a lot.I think allowing breakfrees would make this challenge a lot more consistent and meaningful. After all, using breakfrees is, and always has been, an integral part of being a blaster.
It is highly recommended to start fighting using a lot of resources. Drop some lucks and and a break free and start fighting. Use inspires as needed. Pop off an accolade buff. Use Force of Nature or Rise of the Phoenix. Use whatever you can. Then, start to eliminate. Do it without the accolade(s). Do not use FoN or RotP. Use fewer inspires. Use no inspires. Use fewer attacks. Turn off some armors.
It is all about finding how little you can get away with and still survive, what tactics can you use and how can you move with your build and your character and then even taking away some of those powers. That is the original meaning behind the RWZ challenge (which was the RCS challenge and the Storm Palace challenge pre-I10). -
Weren't Khelds and the APPs released in the same issue (and of course, blasters were designed with controls in their primaries and secondaries to begin with anyway)?
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Quote:Except nothing but Judgment blows the caps all to hell. The debuffs from Interface are so small, even stacked to the cap, that debuffers will still be incredibly potent. Sure we can resistance cap and defense cap blasters, but Brutes and Tankers have more cap room and more HPs.If you're going to be multiplying these Judgment Nukes by eight, then be sure to do the same for the other powers. Those interface debuffs will reach full stacks right away. Eight people alternating Destiny powers will negate the need for buffs. Why take anything but blasters if you can softcap and have heavy resistance buffs, and be able to stack -res and -regen on the AVs full time?
Is Judgment similarly limited on low damage ATs the way the buffs are limited on low mitigation ATs?
Is Judgment similarly limited on buff/debuff ATs the way the debuffs are limited in Interface?
I'll give you Destiny. That has me concerned in a way similar to Judgement, and for the same reasons, but likely not for your reasons.
You say Destiny obviates the need for armored ATs, but the armored ATs can generally make better use of Destiny (higher caps or more hit points), plus getting all the benefits of high damage from the other Incarnate abilities.
Judgment lets ATs blow away the "damage cap". Destiny does not let me violate the HP or resistance cap. Interface does not let me bypass debuff caps, but it does help me add even more damage, so I see that ability more directly encroaching on damage ATs as opposed to buff/debuff ATs.
Lore has buffing and healing, but once again does not help me bypass my caps, but the damage dealing pets once again help us bypass our own damage limitations.
Yes, the Incarnate system causes encroachment everywhere (wait until the AoE Incarnate holds come out that are better than Controller/Dom controls), but AT caps and the massive damage potential combine to make it likely that the "damage focused" ATs are the most encroached on.
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Or having a build that makes those mezzes miss. Or having a hover build that makes one mez inconvenient, but not a death sentence. It is not just luck that can get you through this, although bad luck kills even tankers on the challenge, so luck can play a part.
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OK, I am a crappy farmer, so I do not know how much help I can be. I have for sure run missions on big maps with the intent to kill everything and do so quickly, but I have not practiced much at it (I have done it a lot over the years, but never with enough frequency to get patterns down as well as a good farmer).
So I took my Fire/Fire/Flame blaster into an AE mission where I made a bunch of pansy enemies with small models (small models makes sense for farming I think, since you can pack more in tight around you, yes?), but they all still gave 97% xp or higher. I do not know how to make an ambush farm, so I can't say how well I might do in that situation. I was solo and set it to +2/x8 (which means they were +1 and +2 because I have the level shift thingy). I then chewed four purples and started going to town. I basically just kept slamming the F1 through F5 keys in between attacks and moving form spawn to spawn, keeping my inspire tray near empty and my inspires active pretty ridiculous.
I can't see any reason why you should have trouble on a blaster with perm-vengeance, but I also doubt it would be better than a good brute. As good? Likely. Time zoning and chatting is likely to have more affect on your reward gain.
I love Hot Feet and Rain of Fire for mass spawn melting goodness. Combine with a good AoE immob and you should be able to do really well. DP/Mental is very good, but Fire/Fire or Fire/Men would likely be a smidgen better. -
Quote:How about 4? Because a four man team with no blasters can now do that.One nuke every ninety seconds that can't be enhanced for recharge and can either be enhanced for damage or accuracy is not hedging into blaster territory any more than -25% resist is hedging into defender territory.
How about 8? How about 16 in a league on a trial?
It is not one nuke every 90 seconds. It is one crashless nuke every 90/team size seconds.
That -25% is ten stacks of Interface and seems small. Do ten stacks of Judgment seem as small as -25% resistance? -
I ended up rambling a bit, but hopefully it will help give an idea of where I want to go with my build and why.
I ran an ITF and I found that even with capped resists, the Romans were hacking me into little pieces very fast. However, running the Numina and then the ITF I got from level 40 to level 43, and I had a great time (I always have fun playing my Warhsade, but I always end up leaving him gather dust for weeks and sometimes months at a time).
My current build is decent for leveling up and frankenslotting, but now I want to start getting serious about the build. I have read the MFing guide as well as AlienOne's human guide.
I have a playstyle that prefers to stay in the center of the spawn and frequently team with buffers, so I generally can survive well (on that ITF, I was teamed with a Sonic, which actually does not mesh very well, since they are not giving me anything I could not get from Eclipse and since I was getting owned even at 85% resistance, but Sonic is actually an uncommon teammate).
I have not yet respecced since I19, so I have a lot of changes I can make. Currently, I have Provoke and Gravitic Emanation, both powers I have very much enjoyed while leveling. However, Provoke has seen less and less use as I level and ranged cone powers are not conducive to a center of the spawn playstyle (but I kept Gravitic Emanation anyway, because I have trouble imagining life without it). I dropped Provoke, not because I did not have room for it, but because I wanted to use the slots elsewhere (I originally had Provoke where Combat Jumping is and had it slotted up well).
I do not currently have Inky Aspect, but I want to try it out which is why I plunked it in early in the build.
While on the ITF, I noticed that if I dropped 2 lucks before heading into spawn, I would do very well, so I wanted to try to get ~25% defense. Of course, recharge is my build priority, including the Spiritual (which has so many nice adds for a Warshade, slows, stuns, healing, even jump if you use the phase). I gave a nod to watching for +HPs as well.
Thank you for any advice or ideas.
Hero Plan by Mids' Hero Designer 1.92
http://www.cohplanner.com/
Click this DataLink to open the build!
Cranky Carl: Level 50 Science Warshade
Primary Power Set: Umbral Blast
Secondary Power Set: Umbral Aura
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Power Pool: Leadership
Hero Profile:
Level 1: Ebon Eye -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(3), Decim-Dmg/Rchg(9), Decim-Acc/EndRdx/Rchg(31), Decim-Acc/Dmg/Rchg(40)
Level 1: Absorption -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/Def+(42)
Level 2: Gravity Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(11), RctvArm-ResDam(11)
Level 4: Orbiting Death -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(5), M'Strk-Dmg/Rchg(5), M'Strk-Acc/EndRdx(31), M'Strk-Acc/Dmg/EndRdx(31), M'Strk-Dmg/EndRdx/Rchg(40)
Level 6: Shadow Blast -- Entrpc-Acc/Dmg(A), Entrpc-Dmg/EndRdx(7), Entrpc-Dmg/Rchg(7), Entrpc-Dmg/EndRdx/Rchg(9), Entrpc-Heal%(37), Ruin-Acc/Dmg/Rchg(43)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(17)
Level 10: Boxing -- Empty(A)
Level 12: Dark Detonation -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15)
Level 14: Sunless Mire -- Erad-Acc/Rchg(A), Erad-Dmg/Rchg(40), Erad-Acc/Dmg/Rchg(42), Erad-Acc/Dmg/EndRdx/Rchg(42)
Level 16: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam(36)
Level 18: Gravity Well -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(43)
Level 20: Shadow Cloak -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(34)
Level 22: Stygian Circle -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(23), Efficacy-Acc/Rchg(23), Efficacy-EndMod/EndRdx(25)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Unchain Essence -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(27), Ragnrk-Acc/Rchg(27), Ragnrk-Dmg/EndRdx(29), Ragnrk-Dmg(29)
Level 28: Inky Aspect -- Amaze-Stun(A), Amaze-Acc/Rchg(34), Amaze-Acc/Stun/Rchg(36), Amaze-EndRdx/Stun(45), Amaze-ToHitDeb%(46)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(37), LkGmblr-Def/EndRdx/Rchg(37)
Level 32: Dark Extraction -- ExRmnt-Acc/Dmg(A), ExRmnt-Dmg/EndRdx(33), ExRmnt-Acc/Dmg/Rchg(33), ExRmnt-EndRdx/Dmg/Rchg(33)
Level 35: Stygian Return -- RechRdx-I(A)
Level 38: Eclipse -- RctvArm-ResDam/Rchg(A), RctvArm-EndRdx/Rchg(39), RctvArm-ResDam/EndRdx/Rchg(39), RctvArm-ResDam(39)
Level 41: Gravitic Emanation -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(48)
Level 44: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def/EndRdx/Rchg(46)
Level 47: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(48), GSFC-ToHit/Rchg/EndRdx(48), GSFC-Rchg/EndRdx(50), GSFC-ToHit/EndRdx(50), GSFC-Build%(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Total Radial Revamp
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Level 1: Brawl -- Empty(A)
Level 1: Dark Sustenance
Level 1: Shadow Step -- EndRdx-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 10: Shadow Recall -- Range-I(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(21)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-End%(A)
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I think the true nukes ought to lose both the -end and the -recovery. I also think the recharge on them should be lowered. But I've thought that for a long time, a long time.
It could be interesting to lower the recharge to 300 seconds for defenders and corruptors but 240 seconds for blasters. -
I have noticed that the number of people playing sub-50s has been climbing recently. I expect when I20 comes out, it will decline again for awhile. However, once people get a 50 or 2 decked out, I expect the new lvl 20-40 Task Forces will help encourage people to play sub-50s again.
It will be interesting to observe. I usually take one or two breaks a year (anywhere from 3 to 6 weeks where I just do not login). I am trying to time my fatigue with the time period where people start to get bored with their 50s and start switching back to playing a bigger variety of characters. That way I can come back right when people are just doing whatever, instead of focusing on one level range (before I21 comes out and we all focus on our 50s again for a bit).
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Quote:Compare to Electricity Manipulation. They could add the 50% chance tag to the stun on Hand Clap if they needed to. AoE KD already exists for blasters, Ice Patch, Hail of Bullets, and Psionic Tornado.But blasters won't get a mag 2 area stun, I doubt they would be willing to give blasters an aoe kd.
You change it to Build Up. I know, the crying, but you just do it anyway. The people who will complain about it are not likely to want to play the blaster AT anyway. -
As far as I know, this guide is up to date with all current Mastermind powersets. It does include Demons (although they did forget to add Demons to the original list of powersets, the guide does include them).
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Regeneration/Integration and Fighting/tough and other defenses should not emit /tarzan animation, this is a character role-play issue. This is okay for trolls but not for many superheroes - can work around by moving while toggling these powers - VoodooCompany, 2007-03-27
With the new animation from the recent round of customization, this is likely resolved.
Is the following still messed up?
Combat chat for Crippling Axe Kick says it slows attack rate, which the power doesn't do -
Immobilizing her is likely always the best strat. Letting her move becomes very unpredictable.
You attack her in melee, when the blue patch appears, fall back, either use range attacks on her if you have any or try to beat on any other enemies so they attack you instead of an unarmored character. No one should be near her when the next blue patches appear, therefore she will be clear. As soon as the next blue wave drops, leap back into melee with her. That type of in and out fighting works much better if she is immobilized and much better than taunting her out of the patches, IME. -
All the melee attack sets are great to make into the next blaster secondary.
Fire/SS blaster, burning down the house.
Sonic/KM blaster, sounds great.
Pistols/MA, kick it up a notch.
Elec/Claws, juice it up.
Ice/Kat, cold steel. -
On an unrelated note, would you mind posting your Fire/Regen build?
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Swords seem to be player spawn only, unless I am missing something. A team could theoretically stay at range of BM and have any pets remain in melee with her at all times. With good debuffs, and a bunch of MMs, that could work well, I imagine (if you can keep her from running away from the pets and at a player, of course).