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Are you talking about damage output or survivability? A Fire/Fire blaster will kill faster than all of those, easily (by enough to "balance" out the survivability difference, I'd say no, but I think that is unbalance-able as long as it is a goal to keep blasters very squishy). Fire/Psi Doms could keep pace before the Psy Shockwave fix. Nothing in the game kills as fast as a Fire/Fire blaster for regular game content and they are very good at killing AVs as well, since they have near top of the heap single target DPS.
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Quote:An Ice/Rad has a lot of soft control (so mobs are not held/stunned and the confuse is decent in Ice but not perfect) and can definitely be built as a melee oriented character. Standing near a tanker can cause some of the AoE mez to hit you (the STF has a fair amount of this) as well as having any stray aggro then also targeted on you (yay Arctic Air, Ice Slick, and toggle debuffs). Not to mention that Frostbite will likely draw a ton of aggro as well.Or really, just decent teammates in general. Last time I did a STF was on my Fire/Nrg blapper, and I honestly don't recall getting mezzed other then possibly once or twice.
Held/stunned/confused mobs don't mezz. Mobs that are aggroed on Tank/Brute are not mezzing you. When you have a gazillion defense from your forcefielder buddy, you are not getting mezzed.
IW does work very, IME. It does not protect you from Immobilizes, which are a common mez effect in the STF and one which hurts a character who wishes to be in melee (but Combat Jumping can cover that). -
Come Issue 19, I will be able to get my build to a better point for end use. I currently use Unstoppable occasionally just to get me through a rough patch with endurance, but that comes with a crash. I don't currently have Body Mastery.
I am hopeful that an additional Perf Shifter proc as well as 0.16 more end/second will be noticeable (it does currently take me quite a bit of time to run out, so I think even those two small changes will have a big long-term impact). I'll also have Conserve Power to fall back on every ~3.7 minutes, which I figure will mean I can just use Unstoppable to make sure my green bar does not empty.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Celeste Cat - Power: Level 50 Science Scrapper
Primary Power Set: Katana
Secondary Power Set: Invulnerability
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Gambler's Cut -- Hectmb-Dmg/Rchg(A), Hectmb-Acc/Dmg/Rchg(3), Hectmb-Acc/Rchg(5), Hectmb-Dmg/EndRdx(7), Hectmb-Dam%(46), Achilles-ResDeb%(48)
Level 1: Resist Physical Damage -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(40), RctvArm-ResDam/EndRdx/Rchg(42), RctvArm-ResDam(43)
Level 2: Flashing Steel -- Armgdn-Dmg/Rchg(A), Armgdn-Acc/Dmg/Rchg(3), Armgdn-Acc/Rchg(5), Armgdn-Dmg/EndRdx(7), Armgdn-Dam%(15)
Level 4: Temp Invulnerability -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(43), S'fstPrt-ResDam/Def+(50)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Divine Avalanche -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(9), Mako-Dmg/EndRdx(13), LkGmblr-Rchg+(15), LkGmblr-Def(46)
Level 10: Dull Pain -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal(34), Dct'dW-Rchg(34)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(13), RechRdx-I(23)
Level 14: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(37)
Level 16: Unyielding -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(17), RctvArm-ResDam/EndRdx/Rchg(37), RctvArm-ResDam(42)
Level 18: The Lotus Drops -- Oblit-Dmg(A), Oblit-Acc/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(21), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(46)
Level 20: Kick -- Empty(A)
Level 22: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(25), LkGmblr-Def/EndRdx(40)
Level 26: Soaring Dragon -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(27), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(31), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Dmg/EndRdx/Rchg(48)
Level 28: Invincibility -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(29), LkGmblr-Def/Rchg(29), LkGmblr-Def/EndRdx/Rchg(40)
Level 30: Resist Energies -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx/Rchg(36), RctvArm-ResDam/EndRdx(39), RctvArm-ResDam(42)
Level 32: Golden Dragonfly -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/Rchg(33), Sciroc-Acc/Dmg/EndRdx(33), Erad-Acc/Dmg/Rchg(33), Erad-Acc/Dmg/EndRdx/Rchg(34), Erad-Acc/Rchg(43)
Level 35: Tough Hide -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/Rchg(36), LkGmblr-Rchg+(36)
Level 38: Unstoppable -- Aegis-ResDam/Rchg(A), Aegis-EndRdx/Rchg(39), Aegis-ResDam/EndRdx/Rchg(39)
Level 41: Conserve Power -- RechRdx-I(A)
Level 44: Physical Perfection -- P'Shift-End%(A)
Level 47: Calling the Wolf -- Mocking-Taunt(A), Mocking-Taunt/Rng(50)
Level 49: Resist Elements -- GA-3defTpProc(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- HO:Micro(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 0: Ninja Run
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(45), Mrcl-Rcvry+(48)
Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), EndMod-I(50)
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It is a different standard of play than you have, for sure.
Not everyone on the team could solo AVs (I'd guess none of us were specced that way, but maybe one or two of them could). We did not have stacking defense (although we did have 2 Maneuvers) so most of us lived below the cap; some of us had endurance concerns as well. -
I'd be interested in joining with a tanker (or scrapper if that is preferred).
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Quote:The last time I tanked LR with Celeste, which was a long time ago, he summoned right through Invincibility. He did not summon through AAO (had a shield scrapper tank LR most of the time, only switched off to me because the red and blue towers were down and I had Aid Self, so I was better at standing up to a regular AV, until, sadly, he started to summon level 54 bosses). It was especially odd that he failed to summon the few times I died. I remember that in the past, if the tanker fell and I was on a team with no toggles, summoning a boss would be one of the first things he did, before he would run over and start beating on the rest of the team.I see you were using an Invuln scrapper to tank LR? The taunt aura from Invuln & Shield will interrupt LR's pet summon (unless that changed recently... haven't run an STF in the last month or so).
I'll have to check it out some more. Probably Sunday night when we run 7 def / 1 blaster, we will not toggle him. He used to summon while standing in Hot Feet, but I'll probably turn that off as well after I grab aggro. -
First video up. I am working on getting the video of the towers and LR done.
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Quote:It is a lot different without a bunch of defenders. =^-^=I bet Celeste was your tank.
If Strato's Blaster can tank LR, would have been a cake-walk for his Kat/Inv.
Of note, Lord Recluse never summoned any pets until the big summons at the end. Either they removed his pet summoning or the AI has forgotten to use it. I had noticed this on other runs, where I thought we had him aggroed long enough before we got a toggle debuff on him, but since we would quickly get one on him, I chalked it up to a lucky quirk. I have tanked LR before with Celeste, he summoned pets. Even more, when I died, he still did not summon.
Here is the first video. I am working on the video of the towers and LR. -
Thank you all for the fun run. It was awesome to stick it out and succeed.
I'll post two videos from the last mission later this weekend. I missed a lot of stuff, I have trouble recording when I have to concentrate on just trying to stay alive.
I probably should have used a nuke on GW, but I am not very good at using them. -
We will see what the builds are when we form up. I can tank LR, but he will summon pets which will eventually overcome me, but we should be able to get the towers down in enough time to make it a non-issue (barring bad luck and me being too slow on the green inspires).
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They just need to add this feature to Antidote, O2 Boost, Thaw, Enforced Morale, Twilight Grasp, Deflection Shield, and... uh... uh... damn TA, OSA, yeah, OSA affects pets now anyway.
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Quote:A Ton of ElectronsJust wanted to say, a ton of bricks is as heavy as a ton of electrons. Of course, good luck getting electrons to clump together into anything that would weigh a ton. Though I imagine as a superhero, if you could get yourself a ton of electrons, it would probably hit real hard.
Sorry if it sounds like I'm nitpicking.
A Ton of Protons
A Ton of Lead -
Quote:This is not true. At one time the secondary was much more powerful than the primary. Now it is likely that they are about even, although the secondaries still have enough potency to make melee very worthwhile.Now as you know, your secondary is not nearly as powerful as your primary.
I like to stay in melee as much as possible on most of my blasters. I believe in using all of my powers, primary, secondary, and pools. The blaster is designed to operate at close range, although not necessarily melee (even on my few rangers, I try to stay within 30 feet or so).
It is fun and not a weak scrapper. It is a blaster. -
Quote:I disagree. I think its better to make people learn to do it without nukes, since that eliminates the "need" for nukes in people's minds. The trial is better and easier to run with coordination once people become familiar. You should get used to failure on new trials. When I20 comes out, there will be a lot of it and it will be because the trial/TF is "too hard".The problem I have with banning nukes is that you are only punishing non-optimal teams and players that may not have many opportunities to get 24 people together. It's just another kick in the junk for those that couldn't get it done before. It also runs the risk of arbitrary changes to specific powers and encounters just to satisfy the whimsy of the devs.
They are not claiming to be making content just like all the old stuff. They are claiming to be making content that requires IOs, that requires coordination, that almost requires the higher survivability of tanker, and content where failure is going to be likely until you learn how.
Task Forces only require getting at most 8 people who know how. 24 is a harder pool to get (although you should probably be able to get away with less as long your leaders are good communicators), but, in time, enough people will know how that it will become trivial. The time required is not a week and likely not a month, however. If you want to be among the first and the best, you need to join a raid SG. If you want to just join PUG raids, you will likely need to be among those that take awhile to learn and figure out how to coordinate. -
It does not assume you have the same 24 people online. I am assuming that eventually 500 people will know how to run it and once that becomes true getting a fair amount of people who have done it before will become easy. I don't expect that to happen in the first month, although I do expect it to happen by the 2nd month.
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Quote:You don't expect the set-up time to plummet once people know what they are doing? As soon as a large enough population on a server learns how to run the trial, a SG who can get 8 to 10 members together should be able to schedule one of these and using globals and coalitions easily get to 20-24 people.There are multiple things I can do solo that reward more when you consider the set-up time involved here.
It takes a long time now because half the people on every run have never done it. Once people get a bit more organized, these will go very quickly.
What do you mean reward more when you consider the set-up time? I thought time and rewards should be separate? Now you claim that you consider how long a task will take you vs. its reward level when you decide to run it? Hmmm, maybe that is why the devs consider the same thing. -
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Quote:It is probably interesting to debate your first sentence. It seems obvious, of course, 8 buff/debuff MUST be way better than 8 blasters at making dead things. All that +damage and -resist has to make make the buff/debuff blow the blaster team away for pure damage. Well, this is probably not true. You can math it all you want, but outside of AVs, an 8 blaster team makes spawns even at +2 disappear as fast as any buff/debuff team. I believe that +3s will also disintegrate as fast with either team. +4s? That gets to the point where I think enough stuff will live long enough that the buff/debuff team may start edging out the blaster team in damage.A team of 8 corrs does heaps more damage than a team of 8 blasters along with being infinitely more survivable. The only point worth debating is at what point does adding a raw damage dealer like a blaster become a better choice than adding an additional corruptor. That answer will depend on the specific combo, but from a general standpoint it is probably rarely before the 4th to 6th corr has been added and often not at all.
Of course, the blaster team will likely start dropping dead vs. +2s (although good IO builds can prevail here), while +3s and +4s almost assure that little drawback. Purpose built all blaster teams with leadership could likely do much better. On the other hand, any random group of corruptors and defenders with unslotted powers (but still taking the good powers of their sets) is likely to decimate most anything. -
Quote:I don't suggest dropping Aim or Build Up. You should try to use those two powers as often as you can. You may not always use them right as they recharge, but they probably should not be recharged long before you use them. If you really find yourself not using them, then drop them, but you should try to learn to use them, they are very potent.Thanks for the input. I really dig the build, but would like to work in hover and flight for concept reasons. Would you see either dropping AIM or BU as a viable option to work that in? If not, what would you suggest?
Drop Super Speed and Hasten? Hover works much better with Fly Speed slotting, so the slots in Hasten would go into Hover, Fly is fine with the base slot. Take Swift instead of Hurdle, it makes you fly faster. -
Quote:Yes, offense is important, of course. But you are now shifting the goalposts. You claimed to be resist based, not offense based. I was curious how you could survive +3 / x8 spawns using primarily resistance for mitigation, while assuming you were killing quickly as well. The answer is, you can't. Because your primary source of mitigation is Defense.Please refer to Dechs Kaison's softcap guide. Actually, the main workhorse is my primary, and epic. If I couldnt take out the spawn fast enough, I would be a smear. Death is the best mitigation. I can just hold out longer, and more reliably than an aoe centric blaster.
Can we end this now? I understand what you are saying now. I have suggested the reason I misunderstood you was because you spoke in terms outside of the norm for this venue. You can either agree with me on that and speak in what I suggest is the norm in the future or you can think I am wrong and continue to speak as you did here. -