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Posts
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I love the taunt aura on my Invuln scrappers (and my WP when I play him). With the rare Nerve slotted on my Kat/Inv I was keeping the aggro off two different tankers today while fighting Reichsman. They were both occasionally using Taunt. One of them was an Ice tanker running CE (but not Icicles) and the other was an Inv. I had to do a double take. Sure, I would sometimes occasionally steal it from a tanker before, but Taunt always made them peel off me and I do not recall ever beating out an Ice tanker before. With the Nerve slotted, it seems a tanker will really have to work if they need to keep aggro off me (which they shouldn't normally, but I'll have to keep an eye on it if for some reason I don't want the aggro).
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I usually just buy inspires in Ouro, AE, or use base storage (that way I can get mediums instead of smalls).
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I loathe that method. I cannot imagine why it is allowed to work. I have seen him pacified by a rad with toggles as well. He literally just stood still on top of a pipe staring at the rad controller while the rest of the team killed the towers. They either should increase his range or make his AI give up on a target like that after a few seconds and charge after people beating on his towers.
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I love the current Dual Pistols animations. I am completely behind those who want alternate animations. I know the animation team could do some that looked great, while being more sedate. It might not be worth it sadly, but it is not a matter of can't, but rather a matter of can't squeeze it in the schedule.
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Looks like the difference is actually ~2 seconds with that 3rd slot in Hasten.
Powers do not start recharging until the animation ends, as far as I know, so you'll need to throw in some attacks between your Executioner's Shot.
DW-ES-DW-PR
Of course, EP is your best DPA and BS is your 2nd best. Though I am not sure how well that would work once you add redraw concerns. -
As far as I know the flyer does not actually pull. It seems to be on a regular schedule of moving. However, once it is aggroed, it will remain in its current location until aggro is lost AND until the schedule to move is reached (if the scheduled time has already passed, it will move as soon as aggro is lost). I have had it actually move once or twice while fighting it. I think it may have been aggored on a stalker who placated it the one time and for the second it lost aggro, but before it could choose another aggro target, the schedule to move code kicked in. I think it has also happened when it lost aggro due to killing a target.
People may think it moves due to breaking LOS, but it is more likely that it moves because breaking LOS also broke aggro and the schedule for it to move had already passed.
The best way to handle the flyer is to not engage over the main plaza (I prefer to get it when it is at the lowest point, melee cones can hit from the ground there and it is well within Blaze/Focus range also). Do not try to pull it, just wait until it moves. -
Quote:Right, but if you only two slot Hasten, you only lose ~7% recharge reduction in Hasten. I think Hasten with 3 slots and the very rare is 131% and with 2 slots and the very rare it is 124%? At the levels of recharge in your build that is ~1 second faster on Hasten's recharge. To me, that one slot is not worth a mere 1 second improvement. I'd rather use it elsewhere.Thanks for taking a look at my build! The reason why I have Hasten 3 slotted (at the ED wall, so to speak) is because when I finally get the Very Rare Spiritual boost the Recharge Enhancement value of Hasten will be 130%, or essentially 30% extra Global Recharge for any powers I have at the ED wall.
You should not be weighing 30% extra recharge vs. 0%. But rather 31% vs. 24%. Is the 7% worth it? If you think it is, go for it. -
Here is a link to the current build for my WP/Mace. Perhaps it can give you some ideas.
I went for defense and HPs. I agree that 2 slots for Taunt in RttC is very good and I had that on my tanker forever. My build currently only has the one slot because the Nerve Alpha will give me the extra taunt enhancing I desire (plus the plethora of AoE attacks I have are nice too). -
I love that you got the Accomplice badge solo.
Accomplice
You helped a team complete a Weekly Strike Target even though you already received the bonus for the week. -
Has anyone PMd a community rep and asked them to sticky this? There is no guarantee that they would even read this thread.
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Musculature has some advantages for a DM based character.
You can short slot damage (66% or more from slotting should be fine), allowing you to make sure you get enough recharge and Acc from slotting. This can be helpful in powers like Siphon Life, where you may want to drop one of the Nucleolus and put a recharge in instead. The Spiritual allows for a similar thing though, you could drop a Golgi, since Spiritual also comes with Healing (handy for True Grit, PP, and Health as well). In your build, I think only Smite and Siphon would fully benefit from Musculature (well Soul Drain and Dark Consumption too), as you want to six slot the other attacks for the defense bonuses.
But the Musculature also gives +Immob, potentially handy in MG vs. tougher foes. +End Mod, good for Stamina, Dark Consumption, and Physical Perfection. To-hit debuff, great for all the DM attacks. And you can run faster too.
The big question, in my mind, is can the Spiritual get MG and SL recharging fast enough for Smite-MG-Smite-SL?
Of course, Nerve can give you more defense, but I have not looked deeply into that and how it relates to your build. -
Quote:I'd slot two Adjusted Targeting in Build Up (rech and to-hit/rech). I'd swap the Piercing Rounds and Bullet Rain slotting (I'd rather have the Ragnarok's in the power that hits 16 targets instead of 3).Since we are talking about Dual Pistols, I wonder if you folks could take a look at a build I've made and give me your thoughts on it. Comments and suggestions much appreciated! Thanks in advance.
I'd consider 2 slotting Hasten. I'd weigh the Enzymes (and the soft cap) vs. the extra regen and hps you could get if you went with LotGs, but I team mostly, so odds are high I'd be capped even though I was "only" getting to ~44% solo. -
In Fistful replace the Posi: Dam/End with the Posi: Chnc for Nrg.
In Rain of Arrows replace the Rag: Damage with the Rag: Chnc for KD. I am not sure the Javelin's Volley is really necessary since you are going to use the Spiritual Alpha. Once you have that Alpha slotted, the Javelin's Volley recharge portion will be saving less than a quarter second on the recharge (even without the alpha, it is only just above a quarter second). I might just go with a less expensive Detonation: Dam/End.
I'd move the 2nd slot out of Assault and put it in Hover as a Fly Speed. I'd also put a common Fly Speed in Swift, instead of Run Speed.
Since you are a solely a ranger, I would have gone for ranged defense, instead of Sm/Le (it would have been cheaper too, likely). Your build looks really fun and should obliterate stuff nicely. -
I love Nerve on tankers. Those gauntlet/taunt durations are seriously shortened vs. +level enemies and having the taunt slotting will be a good help. Nerve also grants hold and defense enhancing, both useful to a stone/stone.
Spritual's slow and healing could both be useful to stone armor, besides the obvious advantages +recharge brings.
Musculature's damage is always nice and extra run speed in swift could come in handy. Will the immob help in Mud Pots?
I was eyeing up the Cardiac for my Stone/Stone, since I run graniteless and all the toggle + attacking was making me have end issues in the late 30s and early 40s, but Physical Perfection + Conserve Power solved that, so I will likely go Nerve for the taunt and hold. -
Quote:It is not true that your difficulty settings do not affect TFs. There are some limits though, you cannot go below even con and AVs do not downscale to EBs. There are some encounters that remain unaffected, but most things in most TFs do indeed obey the difficulty slider. The newest ones, the CoP, Apex, and Tin Mage are the exception. But I have run many a TF at +4, fighting level 54s all the way. Level 54 Mitos are fun.The other thing is, TF and SFs ignore your difficulty settings. They are what they are. You may be at +1, if the fix the bug, but the mobs won't be. That is if you are at +1. Did you not see the "Sometimes" in the description? there is no telling till we try it when the level shift will be in effect.
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Quote:Over the course of a large mission map, not so much. The speed of blaster killing, without the need to setup debuffs allows them to use inspiration rush. I know you have used this with Brutes (and probably on your blasters too). Disallowing inspirations, when solo (where they are reliable), is unfair to the blaster AT, IMO.They would introduce a very large random element into the test
No one says that when you hamstring them with extra rules blasters are great. Blasters lack defensive powers. Ruling out using the primary resource blasters have to overcome this drawback is unfair.
How about this rule? Neither player can use their secondary. It is just as valid a nonsense rule as removing inspires, IMO. -
Quote:While I do not like snipes and they do indeed seem unpopular on the forums, I rarely see blasters in game without them and defenders and corruptors often have them as well. I think they are quite popular, despite their many drawbacks.However, even if they were given cast times in line with the sniper blasts found in other non-pool powersets, and even if they were given in those powersets, I do not think they would be very popular, because sniper blasts have such low popularity even on ATs like Blasters. Again, this has to do with the amount of damage these attacks deliver compared to their activation times and the fact that they can be interrupted. Essentially, you can only consistently use a sniper blast at the opening of a fight. In the time it takes to activate one, you usually could have done more damage with a brief chain of other attacks.
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Here are some small changes that will help a bit. I'd consider a few long-term goals to be adding more LotG +recharge IOs (Vengeance and PFF). I might slide the End/Rech LotG out of Manuevers and add that slot to Hover as a Fly Speed (with Tactics and the rest of your global Acc, you can lose that 9% Acc bonus and still be well over cap vs +4s).
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Twicebitten: Level 50 Science Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Flight
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Force Mastery
Hero Profile:
Level 1: Fire Blast -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/EndRdx(3), Thundr-Acc/Dmg/Rchg(3), Thundr-Dmg/EndRdx(5), Thundr-Acc/Dmg(5), Thundr-Dmg/Rchg(7)
Level 1: Ring of Fire -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Dmg/EndRdx/Rchg(9), Thundr-Dmg/EndRdx(11), Thundr-Acc/Dmg/EndRdx(11)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(13), Posi-Dmg/Rng(13), Posi-Dam%(15), Posi-Dmg/EndRdx(15), Ragnrk-Knock%(17)
Level 4: Fire Sword -- C'ngImp-Acc/Dmg/EndRdx(A), C'ngImp-Acc/Dmg/Rchg(17), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Dmg/Rchg(21)
Level 6: Fly -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(23)
Level 8: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/Rng(23), Posi-Dam%(25), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(27)
Level 10: Fire Sword Circle -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Dmg(29), Sciroc-Dmg/EndRdx(29), Sciroc-Dam%(31)
Level 12: Boxing -- Empty(A)
Level 14: Tough -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(31), Aegis-Psi/Status(31), S'fstPrt-ResDam/Def+(33)
Level 16: Hover -- LkGmblr-Def/Rchg(A), LkGmblr-Def/EndRdx/Rchg(33), LkGmblr-Def(33)
Level 18: Blaze -- Thundr-Dmg/EndRdx/Rchg(A), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg(34), Thundr-Dmg/Rchg(34), Thundr-Dmg/EndRdx(36), Thundr-Acc/Dmg/EndRdx(36)
Level 20: Weave -- LkGmblr-Rchg+(A), S'dpty-Def(36), S'dpty-Def/EndRdx(37), S'dpty-Def/EndRdx/Rchg(37)
Level 22: Maneuvers -- LkGmblr-EndRdx/Rchg(A), LkGmblr-Def/Rchg(37), LkGmblr-Rchg+(39), LkGmblr-Def(39)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(39), LkGmblr-Def/EndRdx(40)
Level 26: Assault -- EndRdx-I(A)
Level 28: Tactics -- AdjTgt-ToHit(A), AdjTgt-ToHit/EndRdx/Rchg(42), AdjTgt-ToHit/EndRdx(42)
Level 30: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(40)
Level 32: Inferno -- Sciroc-Acc/Rchg(A), Sciroc-Dmg/Rchg(42), Sciroc-Dmg/EndRdx(43), Sciroc-Dam%(43), Sciroc-Acc/Dmg(43)
Level 35: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(45), P'Shift-Acc/Rchg(45)
Level 38: Vengeance -- DefBuff(A)
Level 41: Personal Force Field -- DefBuff-I(A)
Level 44: Temp Invulnerability -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(45), Aegis-ResDam/Rchg(46)
Level 47: Force of Nature -- Aegis-ResDam/EndRdx/Rchg(A), Aegis-EndRdx/Rchg(48), Aegis-ResDam/Rchg(50), ImpArm-ResPsi(50)
Level 49: Aim -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(50)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- IntRdx-I(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(40)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(46), P'Shift-EndMod/Rchg(46), P'Shift-EndMod/Acc/Rchg(48), P'Shift-EndMod/Acc(48) -
LOL. It is the right way when it is the way you prefer. Nice.
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Inspirations are part of the game. If you are going to compare how sets perform in a solo environment, not allowing them is a bad choice. I also am interested in what you mean by drag things out?
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Quote:I love the Apex TF. I love my Pistols blaster. But sometimes it takes a good 2 seconds to even register in my brain that a patch appeared under me. I have much greater difficulty moving out of the patches on my Pistols/Fire than I do on my Fire/Fire. If I just did Fire Sword, and queue up Executioner's Shot or Piercing Rounds, you have to add the redraw time.With the exception of Hail of Bullets, none of your powers has an animation time longer than 2.77 seconds. As long as you avoid using HoB, the eight-second delay from first warning until the patch hits means you can let your current attack animate, let your queued attack animate, and still have at least 2.5 seconds to get out of the way.
The rooted times of Pistols are a factor and do make it harder. Impossible? No, of course not. But the difference between Blaze and Executioner's Shot cannot just be hand waved as nothing either. It matters and I had to be a lot more cautious on my Pistols blaster (further increasing the damage gap between my Pistols and Fire blaster). My Emp/Ice had no concerns. My Emp/Elec was fine. My Dark/Dark corruptor was good, but I just made sure to only TG when it was absolutely safe, but blasting was never an issue. My Kin/Elec defender is an amazingly good choice on this TF. My Kat/Inv scrapper had to be a bit cautious, but not nearly as much as the Pistols. -
Quote:You will be able to work on any common and uncommon pieces while soloing thanks to shards. You will also be able to work on gathering the shards needed for the next tiers while soloing. Only one piece of the puzzle for the rare and very rare slots require teaming. In order to get one rare, you only need to team once. To get the very rare, you need to team 3 times. And there is no rush to team right now, unless of course you want those items sooner.I would like to think I can work on my Incarnate stuff when I am solo'ing.
Also, those shards are likely going to be useful for future incarnate slots. -
Quote:I don't think it is a disservice at all (I called it brilliant, after all). Whether on purpose or by simple chance, the same time VEATs were in development is when the blaster defiance thread was started. Even if they were not purposely mining that thread for VEAT ideas, it is only natural that as they were thinking about VEATs and how to fix blasters at the same time, some of it would end up influencing VEATs.I know I don't agree that veats are the less breakable blasters. I think that is incredible disservice to whoever thought them up. Some of how they feel is certainly based on blaster complaints. Range is a defense for them. They do have range and real mez protection. Thats where it ends, and the veat concept is far deeper than that.
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Quote:Read the first paragraph in a serious fashion and consider it (it is funny too, but also see it from a different angle).Almost anything my blaster can do, my scrapper can do better. And for 1/3 the influence.
I bet your blaster is better at being team dependent than your scrapper. I bet your blaster is better at dying quickly than your scrapper. I bet your blaster is better at having a mistake by you or your team alter your tactics. I bet your blaster is better at having an add or lucky shot by an enemy alter your tactics. I bet your blaster is better at dealing damage from 30 to 80 feet away than your scrapper.
Not everyone values being team dependent. Not everyone values being a piece of glass. Not everyone values their (and often their team's) tactical choices to matter as much as they do on a blaster. But does that mean those things are valueless? Is there a large enough segment of the playerbase that values those things enough to actively engage the "weakness" of the AT head on?
People approach the survivability factor from the standpoint that of course everyone will want to play the class/AT that is more survivable. That does not seem to be the case, so maybe game designers should feel OK if a class ends up being mechanically weaker, and yet ridiculously popular. Obviously, you don't want certain aspects to be too far out of whack (leveling and item acquisition,for instance), but perhaps the 'weak' class has its place, if it is done right.
The blaster AT was not designed to be weaker than other ATs, but it ended up there in the effort to improve tankers and scrappers in I2 and I3 (and really even before that, it just became more apparent as time went on). In I5 they upped the survivability slightly and added more damage, to help counter those facts. That didn't stop blasters from dying in droves (nor did it stop people from playing them in droves). They had another chance to stop them from dying so much in I11. They chose instead another path (maybe one they hoped would help lower the death rate, while still retaining the squishy feel (a steep challenge indeed)). Then they made death nearly irrelevant (the real blaster 'fix', and one which was also suggested by the playerbase).
Then they released VEATs, which had all the features many had asked for blasters. Some status protection, but less than scrappers. Range and melee attacks. Maybe some more control. Possibly some debuff. How about a little bit of defense? Real pets could help blasters, maybe make Voltaic Sentinel and Auto Turret more like real pets? Nah, how about you take Spider bots instead?
For everyone who wanted to play a blaster, but wanted it to be more like a scrapper, they made VEATs. IMO, it was a conscious and brilliant choice (although it has taken a long time for me to feel that way). Having both ATs is likely a good idea (and I think they are both very popular ATs). The only drawback for me is I can't play a Fire, Ice, Punch, or Elec version. VEATs have solid projectiles, Nrg blasts, mace, claws, poison, crab legs, and Psi powers covered though.