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Posts
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Quote:But it requires a PhD to use RT? What about a PBAoE power with a hefty KD chance? How about a single target power with a good stun chance?Anyone that would claim single target -dam is better than the mitigation claws has is obviously ignorant of shockwave. Granted there are some cases were stacking single target -dmg is better than aoe knockback, but in most cases, aoe mitigation trumps single target mitigation. And despite some posters claims, it doesn't require a masters degree to master shockwave and use it effectively.
I am leaning towards monumentally ignorant, although you may actually know what KM can do and are just lying. -
Quote:Actually, letting some of those other armor sets status protection allow you to move is probably what caused a lot of problems. It is a shame they did not make the toggle suppression instead of drop mechanic back in I2/I3. That way you could have actually played without turning Unyielding Stance on and without perma-unstop and still be viable.What irks me is that if /Dark /Fire had been made in the last three years they very likely WOULDN'T have a KB hole or their immob protection in overly weird powers.
There were so many BAD Cryptic design choices in the early game. A lot of them have been eventually nuked (Unyielding rooting you is the first example I can think of), but there are some that continue to carry over for reasons no seems to be able to explain.
Armored ATs, in general, have too much status protection, much more than was intended and much more than is probably good for balance. Back when toggles dropped, that made sense, since mez was often a death sentence, especially on a tanker. Now that they fixed that, it would probably be much cooler if armored ATs status protection were less complete across the board.
I am not advocating for that change and I do not believe that change would ever occur. However, I would also not fight that change. -
Quote:Anyone who says Claws has better mitigation than KM is either lying or monumentally ignorant.So KM 'might' do better single target dmg with 'sufficiently high recharge' and 'good use of power siphon'? But a set like claws is faster, better on end, has better mitigation (single target -dam isn't as valuable as any aoe mitigation) and 'blows KM away on AOE' (which is generally more valuable in an mmo, outside of fringe gamers who solo av's all day...). Hard to believe so many people criticized this gem, lol.
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Quote:SR and Ninjitsu seem to have the preternatural agility thing going, so I picture the always landing on your feet or rolling back to your feet quickly thing. While it would be more accurate to actually get moved and always land on your feet, simple knock protection works for me to simulate that feeling. Ninjitsu did lose out on that, which I understand, because I think they were going more for a very high agility and training, but not preternatural. I always pictured Wet Ice as constantly shifting ice floe. Maybe I read into it more than intended, but I figured it was the type of thing where you form ice to catch yourself as you fall or to create anchors or even appendages, maybe even changing your shape a bit so you could push away forces/materials trying to hold you in place.As both you and bill have pointed out if KB protection is being left out of fire due to concept, there are several other sets that should not get it, although I would argue that only stone, invulnerabilty and maybe shields can justify KB protection, plus I agree that electric armor's implementation of grounded is also in concept. However regen, energy aura, SR, willpower and ice armor all have no real justification for knockback protection.
The mental type holds just come along for the ride in many sets because of game mechanic limitations.
Quote:As for balance, it is pretty universal that fire is the squishiest armor set in the game, so none of the status protection holes make sense, including the psuedo-hole it has to immobilize since you don't get it until you get burn.
No obvious concept reason for fear, confuse, taunt, or placate protection. Holds and immobs can be burned through, so that makes sense (again with the mental stuff coming along for the ride, as well as something like gravity). That leaves stuns with little conceptual grounds for protection, but it could be argued that all armored types are used to some beating so they build up resistance to disorients. I think it's cool that it is gaining end drain protection, fire may be easily blown around, but it's more difficult to put out. I still think it should be highly resistant vs. slows, but I haven't really seen too many other people agree with me on that, so I guess its not as conceptually obvious for fire to be quick and hard to contain as I think. -
Quote:Don't choose between them, use them both. Using your first build, I made a few changes.Burn should be awesome now so I have to wonder will Hot Feet will be worth the end drain?...
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Fiya Man Farm: Level 50 Natural Blaster
Primary Power Set: Fire Blast
Secondary Power Set: Fire Manipulation
Power Pool: Speed
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Cold Mastery
Hero Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(3), Thundr-Acc/Dmg/EndRdx(7), Dev'n-Acc/Dmg/Rchg(17), Dev'n-Hold%(36), Dev'n-Acc/Dmg(46)
Level 1: Ring of Fire -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/Rchg(34), Dev'n-Acc/Dmg/EndRdx/Rchg(37), Dev'n-Hold%(37), HO:Centri(37)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(3), Posi-Dmg/Rchg(5), Posi-Acc/Dmg/EndRdx(9), Posi-Dam%(15), RechRdx-I(27)
Level 4: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(25)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(11)
Level 8: Hurdle -- Jump-I(A)
Level 10: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(13), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(27)
Level 12: Aim -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(15)
Level 14: Super Speed -- Clrty-Stlth(A)
Level 16: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(36), Mrcl-Heal(46), Numna-Heal(50)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(19), Thundr-Acc/Dmg/EndRdx(19), Dev'n-Hold%(23), Dev'n-Dmg/Rchg(25), HO:Centri(43)
Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(21), P'Shift-End%(21)
Level 22: Build Up -- AdjTgt-ToHit/Rchg(A), AdjTgt-Rchg(23)
Level 24: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(50)
Level 26: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31), S'fstPrt-ResDam/EndRdx(33), ImpArm-ResDam/EndRdx(33), ImpArm-ResDam/EndRdx/Rchg(33)
Level 28: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(29), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(43)
Level 30: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(34), LkGmblr-Def(34)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(39)
Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(42), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-%Dam(46)
Level 38: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(40), Sciroc-Acc/Dmg(40), Sciroc-Dam%(40), TmpRdns-EndRdx/Rchg/Slow(42), TmpRdns-Dmg/Slow(43)
Level 41: Flash Freeze -- Acc-I(A)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(45), LkGmblr-Def(45)
Level 47: Hoarfrost -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(48), Dct'dW-Heal/EndRdx/Rchg(48), Dct'dW-Heal(48), Dct'dW-Rchg(50)
Level 49: Hibernate -- RechRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Defiance
Level 6: Ninja Run -
I don't know where, but I can assure you it has been changed in the same fashion as the Fiery Aura version. Consume also has the same changes.
(It occurs to me you may be making a joke or pun of some sort. If so, nvm.)
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Quote:First, its 2 armor sets that do not have KB protection. Pretty much everyone else in the game lacks it (Khelds get it in Dwarf, I am unsure how VEATs fare here). Rather than think of it as only two sets that lack KB protection, I generally think that there are X number of sets where I can get KB protection without dipping into pools or IOs and that X is a minority of my choices.But none of that is the case. What we have are two sets that don't get KB protection "just because." And "just because" is a ******* stupid reason.
Just because is not the reason sets lack KB. There does not need to be a game balance reason to implement a design. Sometimes the concept is more important (or else why even have blasters at all). Balance must certainly be considered, because if the concept and design implementation fall out of a good range, then it is likely you will have issues.
However, I can see your point. It might be pretty stupid that Shields, Willpower, Regen, Electric, and Energy get KB protection (although I like the way Electric's KB protection was implemented and it seems to work concept-wise). It may even be a bit silly for Ice and Invuln, although I see a strong case with those two sets. SR, Ninjitsu, and Stone have a pretty solid reasoning for KB protection. -
I am not sold on the Burn changes. They seem alright and should make the power more useful to people who had no way to stop the running. It seems possible that a lot of the damage was shifted into an area where only a very limited number of targets will take any appreciable damage.
I frequently would see targets die off (or run at low health and then die from Hot Feet) and Burn just happily started killing someone else. Since so much of the damage was moved up front, that effect is not going to be nearly as strong. That said, I may come to appreciate the 5 targets taking a big wallop so quickly more than I appreciated the continuing damage effect. -
Quote:Its good we all like different things. I love Fiery Aura and have a lvl 50 tanker and a level 50 scrapper of that set and will be making my KM user FA.The tank was deleted and recreated but I never manage to level. The brute is a lvl 50 DM/Elec. Yeah, for some reason I like elec, and can get over it's squishyness as my only 2 capped brutes are /elec.
I am not a fan of how my Electric armor scrapper plays. -
Quote:I have a Claws/Elec/Blaze build at 44 with that intent. Mechanically, I frequently think, "If I am going to be this squishy, I'd rather just go all the way and be a blaster." Sadly, there is not likely to be a Claws Manipulation secondary anytime soon.That I can accept fully. Stick it with a set with lots of range like spines or claws or even kinetic melee now and go to town. Hell, maybe if I rework my brain fully around that concept I could crank one up. I have been playing more and more squishies lately. And having a blapper with mez protection, a self-heal and some dam-res doesn't sound awful.
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Quote:Actually, IME, the levels up to the 20s are the good levels for FA. Fiery gets noticeably more squishy in the 30s (although Tough can really bolster it decently).That's pretty much my thought. Frankly, if you click on "Scrapper", you have guaranteed awesome. That's kind of the point of the experiment. I'm in my early 20s, so nothing special, but it's been fun so far, and that's been through the "bad" levels. It should only get better from here.
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Quote:I recommend slotting for Accuracy. Buffs do transfer, as far as I know, but they only last for whatever duration they last. If you hit Aim then Ice Storm, the Aim buff will only last about 8.5 seconds. I am unsure how long invention buffs last, but I do not believe its very long, so they are unlikely to affect most rain powers for long.Especially set bonuses, or powers like build up.
If I have tons of accuracy set bonuses, will Ice Storm or summoned powers use those bonuses, or should they be slotted for accuracy too? How long do those buffs apply to such a power, if they ever do?
Its one of the things that makes Ice Blast on defenders so attractive in combination with Soul Drain and/or FS. The rain powers do the same damage as their blaster counterparts and those two damage buffs have long enough durations to affect the entire duration of the rains. -
Quote:When the negative feedback is I don't like the way KM looks or I don't like how Power Siphon works, that is fine. You can even say it has an AoE KB power that is unreliable and not be wrong (just like I can say it has an AoE KB power that is reliable and very potent and not be wrong).It's fine that you like KM, or that anyone else does ftm, including the minority who ardently and persistently spammed the feedback sections (and not surprisingly now on the live boards) insisting that the set retain it's current state with no further upward adjustments, while pish poshing the negative player feedback as, in part, the result of simpletons being easily confused by the shiny swirly animations and not recognizing the uberness of KM because of it.
When the negative feedback is, 'it has long animations compared to other sets and its damage is mediocre,' that is simply wrong.
You can't make that statement and be right. It is not a matter of opinion. -
The Dominator version of FE did not change.
However, Burn and Consume on blasters did both get the same changes as their Fiery Aura counterparts.
Burn's initial tick of damage appears to be auto-hit, which has to be a mistake and the initial tick of damage also affects yourself. This was tested on the blaster version. -
I made this post earlier, but the forums seem to have eaten it. Considering we are getting upcoming changes to this power, I wanted to share my concerns with the difference in how this power works between Fiery Aura and Fire Manipulation.
For a long time I have been clamoring for a lower recharge on Consume. This is mostly due to my experience with my /FM blasters. I ran my Kat/FA scrapper the other day and realized that they have hardly any end issues and also that my FA tanker has always been reasonable on end use. It occurs to me that I have been clamoring for this change across the board, when the only real problem is the blaster version.
Consume for Fire Manipulation is significantly weaker overall when compared to Consume for Fiery Aura. Obviously, this is due to the other powers that each powerset contains since Consume is the same across the board.
I believe I have weighted the below comparisons so that Fire Manipulation has every advantage and yet it still comes out significantly behind on end use.
Fiery Aura running their three toggles and using Healing Flames every 20 seconds will spend 1.56 end/second. Slotted with 42.4% end reduction in each power that drops to 1.1 end/second.
Fire Manipulation, running its two toggles and using FSC every 20 seconds and FS every 10 seconds will spend 3.77 end/second. Slotted with 83.3% end reduction in each power that drops to 2.07 end/second.
Before I wrote these numbers down, I thought that making the end cost of /FM BA be the same as the armored sets would be helpful. Now I realize that it would be negligible (I also still prefer the idea of making /FM BA have a bigger radius).
Maybe this is fair since all of the /FM powers being used directly aid in reward generation whereas only one of the FA powers has that property.
I still think that Consume in /FM should have a shorter recharge. -
I love my Kat/Inv for an ITF (the +to-hit is really useful when they get hard to hit), but an IOd out Spines/SR seems like it would be an amazing combo here. I think you should go with your choice for this. Consider Tactics to help hit maybe, although SR is very tight powerwise?
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For a long time I have been clamoring for a lower recharge on Consume. This is mostly due to my experience with my /FM blasters. I ran my Kat/FA scrapper the other day and realized that they have hardly any end issues and also that my FA tanker has always been reasonable on end use. It occurs to me that I have been clamoring for this change across the board, when the only real problem is the blaster version.
Consume for Fire Manipulation is significantly weaker overall when compared to Consume for Fiery Aura. Obviously, this is due to the other powers that each powerset contains since Consume is the same across the board.
I believe I have weighted the below comparisons so that Fire Manipulation has every advantage and yet it still comes out significantly behind on end use.
Fiery Aura running their three toggles and using Healing Flames every 20 seconds will spend 1.56 end/second. Slotted with 42.4% end reduction in each power that drops to 1.1 end/second.
Fire Manipulation, running its two toggles and using FSC every 20 seconds and FS every 10 seconds will spend 3.77 end/second. Slotted with 83.3% end reduction in each power that drops to 2.07 end/second.
Before I wrote these numbers down, I thought that making the end cost of /FM BA be the same as the armored sets would be helpful. Now I realize that it would be negligible (I also still prefer the idea of making /FM BA have a bigger radius).
Maybe this is fair since all of the /FM powers being used directly aid in reward generation whereas only one of the FA powers has that property.
I still think that Consume in /FM should have a shorter recharge. -
Increase the recharge buff of Quickness to 30% and the slow resists to 60%, add +10% max end, +10% recovery, and allow End mod sets to be slotted.
Add +10% max HP and +30% regen to Practiced Brawler and allow heal sets to be slotted. -
Quote:DP/MM is a fabulous combo, my SG mate has one at 50 that he absolutely loves. Drain Psyche + Hail of Bullets + Psy Shockwave is a meat grinder that keeps your end and HPs high.I think the Dual Pistol intrigues me the most at the moment, but what secondary would really mesh well with it? I think I'd prefer to skip Energy and Elec - How does Mental mesh with it?
Empty Clips + Bullet Rain is a decent early game AoE combo, although the animations times are long (If you have used Frost Breath + Ice Storm, its like that). Not nearly as fast as Energy Torrent + Explosive Blast, but decent enough. -
Microfilaments will increase the slow effect, as well as reduce the end cost. With just two micros, I believe even +3s will be severely slowed.
For example:
Level 38: Hot Feet -- Erad-Dmg(A), Erad-Acc/Dmg/Rchg(39), Erad-Acc/Dmg/EndRdx/Rchg(39), Sciroc-Acc/Dmg(39), HO:Micro(40), HO:Micro(40) -
Quote:I find I just jump into the middle of the warriors, they collapse on me, and FSC+Ball with HF running kills them. For some reason, it usually takes a few seconds for the fear effect to kick in. Most of the spawn collapses and dies, with just a few stragglers to kill off after the AoEs. It is why I dropped Breath from my build, it was more efficient to get into and stay in melee, rather than leveraging the cone (which is still an excellent playstyle, but IME, its better to skip it and get in melee asap).You can hit a group of, say, Warriors from a distance and then, if you're running BA over HF, then they all run into melee range and die to Fire Sword Circle. If you're running HF over BA, they slow at the edge of the radius, try to run out of the radius, think the better of closing, and start shooting again. I don't want that.
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It is middle of the road DPS wise. Good AoE after 32. Optional controls with Swap Ammo and the single target ranged control.
If you liked your Energy blaster, I can't see why you wouldn't like Dual Pistols. One of the nice things about Dual Pistols is you can turn on extra damage when you don't need those controls. -
Quote:When fighting up to +2s, I normally have no difficulty killing enemies long before they get out of Hot Feet, with Hot Feet frankenslotted.I don't like mob scatter on my AoE either! Wont the damage kill them before they get a chance to run out of the radius?
For example:
Level 38: Hot Feet -- Sciroc-Dmg/EndRdx(A), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dam%(39), Sciroc-Acc/Dmg(39), TmpRdns-Dmg/Slow(40), TmpRdns-EndRdx/Rchg/Slow(46)
or:
Level 38: Hot Feet -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(39), Erad-Acc/Dmg/Rchg(39), TmpRdns-EndRdx/Rchg/Slow(39), TmpRdns-Dmg/Slow(40), TmpRdns-Acc/EndRdx(40)
IMO, Hot Feet's massive radius and the control aspects of it make it far superior to Blazing Aura. However, without slotting some slow enhancement it can become a detriment vs. higher levels foes. Even with my current slotting, I find that +3s and +4s run away faster than I like, something I hope to solve via Incarnate abilities (also some enemies have slow resistance, you will almost always want to turn Hot Feet off when fighting wolves, for example).
Of course, even now, I never fight +3s and +4s without being teamed, so its not normally an issue. -
I prefer your earlier build.
If you prefer one of these latter builds, I'd recommend either slotting Hot Feet to be near the ED damage cap or dropping it out for something else. You don't spend that much endurance for a slow aura, IMO.