StratoNexus

Renowned
  • Posts

    3314
  • Joined

  1. StratoNexus

    Slotting Bonfire

    Quote:
    Originally Posted by Miladys_Knight View Post
    All of which are quite useful set bonuses. My Energy/Elec/Fire blaster has 5 set of kin crash slotted. Most amusing and quite survivable.
    Off topic, but this caught my eye and amused me in two ways. One, was at the thought of adding so much KB to Nrg blast. Two was how someone who willingly sacrifices so much damage in his attacks could then look down on Dual Pistols so much. (Of course that build could still have a lot of Kin crashes slotted and still have potent damage powers as well, but my amusement does not have to be based on facts. )
  2. Are you going to run them at +4, so they are like the Tin Mage and Apex, where everything is level 54?
  3. Quote:
    Originally Posted by Talen Lee View Post
    Can you see why longer durations seem totally unnecessary? A duration needs to be long enough - any more than that is just unnecessary showboating. And with the damage output of a dominator, 'enough' comes very soon.
    While I agree in general, it is possible (and seems likely) that the future may change that. When fighting lvl 54s the longer duration becomes very nice since the level difference is already cutting the duration down and then it also actually takes longer than 12 seconds to wipe spawns.
  4. Quote:
    Originally Posted by Bosstone View Post
    Devices has very little to offer in a team, but I've yet to be convinced that any other set would work better in a team. I'm sure as hell not getting in the middle of a spawn meant for 8 people on my squishy Blaster, no thank you. LRM Rocket, Rain of Fire, Fireball, Fire Breath, then Blaze and Fire Blast to finish off still-living Bosses. Surveillance if need be. No, Trip Mine doesn't have a place in a fast-paced spawn attack like that, but Fire Sword Circle would fare little better. I'm not getting in that close after pissing off that many enemies.
    The PBAoE output of /Fire Manip is huge. Hot Feet and Fire Sword Circle are fabulous. However, the Fire primary has really great damage output alone, so it could be argued that the secondary is superfluous (although the PBAoEs are slightly better than the breath+ball style, IME).
  5. Quote:
    Originally Posted by Another_Fan View Post
    BTW if the team is small, its incredibly measurable under just about all circumstances excepting the case where the person not playing devices just picked powers at random and slotted with a similar strategy.
    Really? I mean my Nrg/Devices is noticeably slower at killing stuff than my Fire/Fire. But "incredibly" measurably slower than an Nrg/Nrg? How much faster would my Fire/Fire be than a Fire/Devices? The lack of Build Up is a factor, for sure. Against harder targets than even cons it can become noticeable, but then I usually use a Trip Mine. Not sure how much longer that takes, but I do not think it is incredibly longer.

    It is hard for me to say as most of my high level blasters are AoE machines. However, my Nrg/Devices is noticeably more effective than my Sonic/Nrg at killing spawns. For someone who is as addicted to quickly moving from spawn to spawn as I am to enjoy an Nrg/Devices indicates to me that it can't be that bad.

    Devices has issues. Traps is ridiculously good. While it is unfair to compare a buff/debuff set to a blaster secondary, taking a step back I can see where concept-wise you could argue they are almost the same. Traps is a top tier set, nigh on OPd and Devices falls in the bottom tier. From that PoV, I can see the other side's thinking.

    So here is hoping that one day they buff Devices.
  6. Quote:
    Originally Posted by Oedipus_Tex View Post
    Well thank you for the advice to reroll 4 of my 6 50s, but I think I'll pass. As it happens, I rolled them because I like playing a buffer. I tolerate the mechanics because if you want to play a buffer, you play by the mechanics that are given to you.
    You want to play a buffer but don't really want to push keys that buff all that often. That seems a contradiction.
  7. Quote:
    Originally Posted by Heraclea View Post
    My unscientific impression is that multiple tankers might be valuable on Tin Mage but that any tanker (and any melee character) is a liability on Apex. Apex can probably be "tanked" as much as it needs to be on a scrapper, which of the three melee ATs is probably the least damaged by its "unique" features. Both Battle Maiden and Director 11 are essentially untankable encounters. Battle Maiden simply cannot be properly tanked, and trying to hold aggro on Director 11 is at minimum inconsistent with a master run.
    On the Apex TF I find having one or even two tankers to be quite helpful. However, tanking the AV in these cases means tanking the AV encounter not just the AV (which is not really new, the ITF has this property as well). A good tanker for the Apex will have range aggro gathering on top of good AoEs. I agree that the secondary is important, but the APP may be something to consider as well. Trying to keep the ambushes off the rest of the team is the biggest part of tanking Apex, IME.
  8. Quote:
    Originally Posted by Grey Pilgrim View Post
    I acknowledge the slight benefits, but how great is mag 2 protection? Most holds in the game are beyond that (if any NPC ones are below that... I can't recall), so the hold resistance seems more beneficial to me.
    The vast majority of holds that NPCs throw at you will be prevented by Acro. The resistance will help prevent them from stacking holds to break through. Is it enough to face multiple Illusionists? No. A Gunslinger Boss? Yes. The Cocoon from a Bane Spider Executioner? Yes.
  9. Quote:
    Originally Posted by _Elektro_ View Post
    a resistance that is situational
    Saying that Sm/Le resistance is situational is like saying that the need to breathe is situational. You don't need to breathe all the time, but the situation where you do need to happens an awful lot.

    That is the same reason why Scorpion Shield is so good. Sm/Le defense will protect you from an extremely large amount of attacks, adding Nrg on top of that makes it even sweeter. If you go for range defense with IO bonuses as well, you will get even more Nrg defense, so getting very high defense to Sm/Le/Nrg/Range is very possible and very strong in gameplay.

    That is not to say your build is bad, I am just pointing out that Sm/Le covers a large amount of the game.
  10. Fire/Cold - debuffs come late, but great single target debuffs on top of the AoE debuffs. Also has very good team buffs.

    Fire/Traps - Is there anything traps can't do? +endurance. If you do not use your AoEs from Fire much, not an issue. This is probably the best candidate.
  11. Quote:
    Originally Posted by _Elektro_ View Post
    So my question is: If you do a 'decent' job of IO slotting, does the blaster ever become truly... 'heroic' or 'epic' in any sort of way?
    Likely not in the way you are thinking. You can do some great stuff solo, but you do not shine on a blaster unless teamed and supported, IMO.

    Quote:
    Originally Posted by _Elektro_ View Post
    I've just come to the realization that I can really only make one character "good" (I can't afford the purps or ham IO's.) And my scrappers are extremely 'good' and with the proper IO slotting they become something.... really special. Able to take on +3 missions and deal amazing damage....
    Quote:
    Originally Posted by _Elektro_ View Post
    I'm just curious because someone in my DP thread said something to the effect of, 'I find slotting blasters much funner than end game scrappers.' I thought that was really odd, because I know the 'feel' of my scrapper once he just starts getting a taste of IO's is... well, impressive.
    Fun is subjective. I too prefer blasters (and defenders) in the "end game". That said, I know controllers, brutes, scrappers, tankers, and MMs can do things solo I cannot with my blasters and defenders (and I have several of those ATs as well for when I do want to do silly things solo).

    Quote:
    Originally Posted by _Elektro_ View Post
    I guess as I type this I realize maybe the real question is: Do blasters get the same -power- from IO'ing as a scrapper does?

    I know when I IO my scrapper I start taking on much uglier stuff, killing it faster, doing insane damage output, and also withstanding severe situations that wouldn't be possible otherwise.

    What does IO'ing give a blaster? Is it even 'worth' doing?
    Since scrappers start off at a higher level, IOs can take them higher as well. I think it is worth IOing a blaster, but they are still very team reliant to truly shine.

    Quote:
    Originally Posted by _Elektro_ View Post
    I'm asking because I really don't know. I know blasters are supposed to be the damage output AT of the game, but I don't get that sense.... in late game it feels more... fleeting, and 'kiting' than anything else. Am I wrong? Can IO's bring a sense of 'awesomeness' to a blaster?
    IOs can seriously lessen the fleeing and kiting, but if you start cranking the difficulty up, then the fleeing and kiting will become necessary again. The blaster AT is designed on the premise of not being able to take many hits (without team support). That is the fundamental nature of blasters. IOs do not make it disappear entirely. I do not think I'd call it imbalanced so much as simply different.

    Had I made the changes back in I11, I would have made blasters more like VEATs (although with lower mitigation). That being said, I think I kind of like that the devs chose to keep the glass in the glass cannon. If you cannot enjoy the team reliance thing or cannot be happy soloing on +1 / x5 instead of +3 / x8, then the blaster AT may not be for you.
  12. Quote:
    Originally Posted by Auroxis View Post
    I can't see any harm in that, and all the buff sets will have a more familiar and comfortable feel as you play them.
    I can see normalizing the cast times a bit, although I am fine with how they currently are. I am actually still disappointed in the CM animation change. Totally happy that it is shorter. Very disappointed that it is the SB animation.
  13. Quote:
    Originally Posted by ketch View Post
    But how would I benefit from the recharge in AM? That would cause a great deal of consternation amongst fans of Rad.
    You wouldn't. But I don't really want them to change how AM works, because when I want to play a buffer I can grab my FF, Emp, Kin, or Sonic. I would indeed prefer the AM I proposed, but that does not seem a good enough reason to alter its current methodology.
  14. Quote:
    Originally Posted by Humility View Post
    The fact that people in the thread are flat out equating support with tedium speaks volumes. If has been outright said, if you don't like tedium, don't play X, Y and Z support selections.
    I support the current setup not because I find it tedious, but because I find it fun. Since you find it tedious, you should play other sets. There are plenty out there that do not require buffing. Do not change the sets I find fun because you want them all to be like Radiation Emission (a set I find tedious).

    I wish AM would be changed to a 2 minute duration ally buff with a base 60 seconds recharge like Fortitude. I think Radiation Emission would be better that way.
  15. Quote:
    Originally Posted by TankShock View Post
    The problem is that there seems to be no happy zone for spawn sizes between boring easy and constant mez death.
    I have a few characters where I get to a similar point with regards to survivability vs. challenge (although not always due to mezzing, this happens on my armored toons as well). I have a few characters at level 50 like that, and it is most problematic for them, because it isn't likely to change. Normally the problem will go away if you get a level or two. But it is frustrating having those times where on +1 x 4 it is a cakewalk and snoozefest, but +1 x 5 or +2 x 3 are 3 to 5 deaths a mission.
  16. Quote:
    Originally Posted by Moonlighter View Post
    Quick question; I started a DP/Traps corruptor twice and rerolled due to kill speed. Theoretically it look like I might be able to get good damage, except my -Res trap wasn't available every spawn and by the time I dropped two trapped and fired off my AoEs my blaster basically killed things.
    With traps, especially early levels, you want to use one acid mortar on two or three spawns. If grouping, this will often mean you need to aggro the next spawn very early and make sure to pull them back into the first fight area. Its a bit of learning curve to know when you can pull and when you should just go without the Mortar for a spawn or two.

    With a blaster, you are slotting attacks early and increasing your damage early. With a trapper, you are slotting buffs and debuffs as well as attacks early, so you will indeed see less damage until mid to late game.
  17. nit picking
    Quote:
    Originally Posted by Moonlighter View Post
    Fire Ball, Inferno
    While both of those attacks deal some smashing damage, neither are typed to check for smashing defense, as far as I know.

    Your point is still very good though and I also recommend both Frozen Armor and Scorpion Shield as very good choices.
  18. Quote:
    Originally Posted by Biospark View Post
    Yeah sub in Caltrops for Dragon's Tail.
    While I love Caltrops, any Martial Arts secondary for blasters that lacks Dragon's Tail is instant fail, IMO.
  19. Quote:
    Originally Posted by Jade_Dragon View Post
    The devs cannot change this game without complains from the players who like things the way the are. And the devs cannot leave the game as it is without complaints from the players who want things to change.
    I do not like weapon redraw. I wish the devs would just remove it. I really have no problem playing weapons sets as they currently are and I end up redrawing fairly often (Arch/Fire, Rifle/Fire, DP/Fire/Ice with medicine, Kin/DP, Traps/Arch, Kat/Regen/Blaze). The fact that I can play them, does not preclude me from wishing the redraw was non-existent. There is really no reason why a Kat/Regen/Blaze scrapper should have more animation time thanks to redraw than a Fire/Regen/Blaze scrapper.

    Saying they should not bother changing it just because people will complain anyway is silly. They should not NOT bother changing it because people will complain anyway.
  20. I like it the way it is. I prefer to actually have to cast some of my powers rather than have Fireballs fly out automatically every 8 seconds. It is nice to have Hot Feet and Blazing Aura ticking, but I also like to be able to actively participate by using Blaze and Fire Sword. Managing my buffs as well as my blasts/controls is part of what makes defenders, corruptors, controllers, and MMs fun for me.

    I would like to see ID and O2 Boost bumped to 2 minutes. Maybe also Clarity, CM, and Antidote.
  21. Quote:
    Originally Posted by dave_p View Post
    Tell me what powers in Dev helps on steamroll teams. I'm not talking about F/Rad superteams, but just a decent pug that can more or less demolish a spawn in
    ...

    Survivable? Sure, never argued that Dev wasn't. Except Ice is just as survivable, but has BU. Still, Dev's got that part down. Again, though, what does it do for me on fast paced teams?

    If you don't like playing on high DPS teams or like to solo more, Dev is a good set to play. There's your reason to play Dev. Don't tell me it's more "strategic", or disparage the number crunchers for pointing out that Dev does less damage on most teams. And even the Dev fans are pointing out, damage is what blasters should be doing, right?
    Leap-frogging ftw. If you are on a team that is demolishing spawns that fast, you likely should be engaging multiple spawns. Devices players have a lot of tools they can use on truly fast moving teams, but they cannot be waiting for the tanker to go in first. Honestly, with the exception of /Fire, /Mental and /Devices, no blaster secondary provides much to a steamroller, because AoE damage is what it is all about. But if you try to play /Devices like /Fire, /Devices is gonna suck pretty bad.

    I love how people always say that /Devices adds so much safety while solo, but none on teams. The exact same safety it provides solo, it will provide on a team, you just have to engage the next spawn. It is like soloing, but you may have additional buffs and maybe a teammate or two to come along and help mop up at the end.

    Does all that mean Time Bomb should be 23 seconds of agony and Gun Drone should take ~7 seconds to cast? No. Things should be changed, IMO. But /Devices can easily add to fast-moving teams fine, as long as you don't play it like other blasters.
  22. Quote:
    Originally Posted by Werner View Post
    this hole in my build is still at 27% defense and 57% resistance, and combined with frequent use of Dark Regeneration
    This amuses me. Calling 27% defense and 57% resistance with a fast recharging, massive heal a build hole is just too funny.
  23. Devices has issues, IMO. With the addition of Dominators and VEATS, I have trouble understanding why certain aspects of the set cannot be changed. I agree with the poster who said that you could improve the set easily, without breaking the cottage rule.

    Quote:
    Originally Posted by plainguy View Post
    Team play with a Device toon is much different then solo play. Whereas that non device player is not really changing his play style to fit into a team. I don't know about you but if I am in a team, I'm going to stick with the team. I'm not going to do some John Wayne stuff and run ahead and take the chance being the blame for a team wipe. So toe bombing comes at a limited capacity. But I will say at least in a team you will be toe bombing more then you would solo.
    IMO, /Device is best utilized by occasionally running into the next spawn. If you hold back and just follow the team, than you are not utilizing what /devices can bring to the table. That is a fine choice, but it in no way is indicative of what can be done with /Devices.

    You cannot compare a buff/debuff set to a blaster secondary in any kind of fairness. It is ridiculous. The higher blaster damage mod is what is supposed to make up for the fact that buff/debuff brings more to the table. Of course Traps is "better", the sets that get it are supposed to deal lower damage. Compare Traps to ANY blaster secondary and guess which comes out ahead. Radiation Emission vs. Fire Manipulation? Dark Miasma vs. Mental Manipulation? Kinetics vs. Energy Manipulation? Stone Armor vs. Ice Manipulation?

    To address the original post, IMO, the best power in /Devices is Caltrops. It is invaluable for keeping an enemy distracted. Trip Mines are addictive, but honestly not very good. Gun Drone is passable.
  24. Quote:
    Originally Posted by Zombie Man View Post
    Mez protection for Blasters is already bordering on being overpowered. Not having access to Defiance for when it fails seems like a reasonable trade-off.
    Blasters do not get mez protection because that is the flavor the devs want for the AT. Blasters with Mez protection would not be OPd in anyway. VEATS have plenty of ranged attacks and mez protection. Warshades do too. My Claws/Elec/Blaze scrapper makes a better ranger than my Fire/Fire/Flame blaster and only the scrapper gets the mez protection.

    Do not confuse this flavor choice as a balance issue. Blasters do not get defenses and mez protection because they are supposed to be team reliant and squishy. If you like characters like that, play a blaster. If you like to be able to run off on your own in a LGTF while playing at +2, choose an armored class.
  25. I think the main problem is aesthetic. I am sure they can allow the weapons to remain drawn for all the weapon powersets when performing a non-wpn powerset animation (Boxing, Dull Pain, etc.). However, there may be quite a few powers where this looks less than stellar and/or causes one to impale oneself. I would be fine with having the weapon just appear in the hand, instead of having the draw animation, but this must be a decision the devs are against for aesthetic reasons.