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Posts
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Joined
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Quote:Well, I have been trying to campaign for both defenders and corruptors myself.I'll wait for i17 open beta and see if there's truth to the rumor and then if there's anything for Corruptors (such as higher mez/buff/debuff AT modifiers, given that the rumored Defender change seems to be geared towards homogenizing the disparate ATs). But assuming what I suspect is true, then I'll start my "Corruptors need Blaster base damage" campaign - previously only brought up as a joke - because apparently the devs could care less about how the different ATs compare to each other (that or they really do hate villains), and Corruptors do need to do more than 2% less damage than Defenders to make up for the weaker AT modifiers in everything else that they do.
You shouldn't buff one without the other! -
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Because Warshades don't have guns and mental powers?
Is your blaster unfun? Do you not like playing it? You don't need a blaster if you don't like playing it. Warshades are plenty fun too.
It is easier to make an AoE damage machine with a blaster, but by the 30s, and then even moreso after, Warshades can do plenty of AoE damage as well. -
Quote:Illusion has better and sooner damage than Earth, IME.I don't know, maybe I'm missing something huge and obvious about how to solo Earth before the pet comes along, but out of my five controllers Earth's been the least solo-friendly.
But you may be missing Flurry, Boxing, Kick, Jump Kick, and Air Sup. Just one of those makes soloing a pre-30 controller a breeze, IME. I try to get one by level 12. I don't normally even use Vet attacks. -
Cyborg Misunderstandings Lead to Bombs
Arc# 389407
4 missions
Sometimes it seems too easy. Sometimes it seems too hard.
Is the final encounter in Mission 3 too much? Vanguard are mean at +2 / x8.
I have another version that actually has the story fleshed out and the customs have descriptions. It sits at 128%, so it should be good when we get the the files size bump.
Have you done the LRSF? The last map on my arc is the Warburg Malta base which has a door in the warehouse, so its an outdoor and indoor map. -
Quote:I cannot speak for PvP, but this is most certainly not how HoB works in PvE.Nope, there've been times where I'm on my Stalker, I'll run up to a DP Blaster in the HoB animation and the power will start making hit checks on me. It might not be exactly as I described it in terms of how it checks for damage, but it's certainly not like other AoEs.
When you click the button it makes one to-hit roll on everything in the AoE. If you hit, all 24 ticks are then rolled for, no matter how far away the bad guy runs or gets knocked back. Conversely, if you miss, no ticks are rolled for. I have never seen it start hitting someone who was out of the AoE and then ran in, although I never looked for that behavior and with Hot Feet it might be easy to miss since I expect orange numbers to go above enemies head when they get near me. -
DP/Fire.
Bullet Rain + Fire Sword Circle gives you solid early AoE power.
Pistols, Dual Wield, Ring of Fire, and Fire Sword give you solid single target output.
By level 22 you can be farming decently on your own or remarkably well in duos. You will also be a great asset to a team.
HoB gives you a nice big punch every minute or so to stack on top of Bullet Rain and/or FSC.
By level 40, with Hot Feet, you will be AoE death.
Endurance use will be your main concern, solo (and early levels on teams unless you blow through the teens with a Kin defender). Even with Stamina and Consume, you will most likely have a want for a Miracle +recovery and probably the Numina or Perf Shifter proc as well (or all three).
Would Fire/Fire be better? Sure. Is it really all that much different? Nah.
If you want to shoot stuff and kill en masse, DP/Fire works wonderfully well. -
Quote:The purpose of using Stealth was to illustrate the difference in how the powers draw aggro vs. their outgoing damage, not on what happens if you jump into a spawn and immediately draw aggro from your presence, then stand there taking fire while you activate your nuke. The best approximation in game of analyzing the power's effects in isolation, since using a spawn of mobs too low-level to aggro on you when you enter the spawn doesn't give you good data for survival rate against incoming aggro. But sure, let's throw in the use of Fire Manipulation powers, and then continue to discuss the way Inferno and Hail of Bullets draw aggro versus their delivery of damage without other powers or the mobs' perception aggroing them on you.Quote:Using Stealth to position yourself for Inferno/Nova and Hail of Bullets allows you to see the effects of aggro generated by that power alone, rather than from mobs aggroing on you from proximity or from other powers you're running, demonstrating that Hail of Bullets generates aggro on the targets in the beaten zone from the moment the animation starts, whereas Nova and Inferno don't generate aggro until the damage hits the targets.
I am not arguing that HoB fails to aggro enemies. Of course, those enemies get aggroed just from running into range to use HoB, Nova, Inferno, Dreadful Wail, etc. So all the PBAoE nukes aggro just from being in range to use them. Your claim that Nova and Inferno have an advantage here is mistaken.
HoB has the advantage of dealing damage almost as soon as you click the button, whereas the other nukes do not deal that damage until the end of their animation time (mostly, Sonic's nuke's damage happens during the animation, pretty quickly after you push the button actually, one of the reasons it is my favorite standard nuke).
HoB has the advantage of being usable 3 times for every one use of a standard nuke.
HoB has a significant endurance consumption advantage over standard nukes.
Standard nukes have the advantage of significantly more damage.
Standard nukes have animations times ranging from ~45% to ~90% of the time of HoB, a decent advantage for the standard nukes, in most cases (poor Thunderous Blast,).
Aggro generation solo is irrelevant, all the aggro is coming to you (unless you are counting on Gun Drone or Dark Servant to out aggro you or are Traps) and the standard nukes in a solo environment seem like they would be an odd thing to use, even with your difficulty cranked up (when I solo a character with a standard nuke I use it in case of emergency or just for fun). HoB will probably be used a lot more often solo, since it recharges faster and does not crash your end.
Aggro generation on a team is more relevant, but on a team, HoB is much more likely to kill even +2 enemies, because those other people on your team are doing damage too and/or give you enough time to open with BR or EC which is likely not to steal aggro from someone else while taking enemy health low enough for HoB to usually kill the enemies. If you are on a team and eating the alphas of spawns, you are either being buffed to withstand that or deserve your fate.
HoB will probably not kill all the enemies in a mid to large size spawn, and its animation is long enough that there is a good chance you will not only eat the alpha, but you may not kill all that many before they get a second shot off. HoB will cause some mitigation with its KD. Using lethal rounds will get you significantly more mitigation. Usually enough time to get a BR off, which does make it likely +1s perish, although you never know (the uncertainty is a big drawback, IMO).
Full Auto (with Build Up) is much more likely to only force you to take an Alpha, since it will kill +1s, and often cause enough damage to make +2s scatter (and you can often get that M30 or buckshot off as they start to scatter, getting most of them in a second AoE which is likely to cause even +2s to perish).
Rain of Arrows is the best nuke, and is probably intended to be. I do not expect HoB to be as good as RoA.
HoB could use a buff, IMO. I would like to see it deal more "upfront" damage with a higher average as well as a higher low end. But compared to the standard nukes and even RoA, HoB has more "upfront" damage, but by the end of the animations it has much less damage overall (usually). -
Quote:When on a team, you are not the only person pushing damage powers.
Often doesn't kill +0 minions?!?!
I'm hoping you're saying that due to lack of Build Up on Corruptors/Defenders, if not....whaaaaaa!?!??!?!! And even then...SERIOUSLY?!
I kill EVERY +2 minion EVERY time with HoB on my Blaster! Unless it's like...some special faction with minions that have high S/L resistance!
Every time I cast HoB in a full +2/x8, things just fall dead around me! Do you have enhancements in HoB? xD -
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Quote:I am just fighting a battle I already lost because sometimes people do that.Let's step back a bit. You seem to be coming at this from the position that specialized ATs should only have powers that cater to their specialty. I'm coming at this from the position that even specialized ATs should have a little of everything, because they aren't always in a position where they can focus on their specialty to the exclusion of other concerns.
I agree that extreme specializing can be a problem. Ice Melee tankers have a very controllery feel, and I liked that they sacrificed damage for control. I could agree that they gave up too much damage for too little control, but I would have rather seen them get more control, instead of more damage. Buffing their single target damage in combination with larger AoEs for Frost and Frozen Aura would have been my preferred route.
In summary, Ice melee tankers did not need more (AoE) damage, because they can survive the extra time it takes to defeat spawns (and that is what teammates are for), especially if FA would have worked on enemies outside of an Ice Patch and/or had slow effects added. Other AoE powers were few, so they could control the sleepers and the larger radius would have been helpful on teams, since it would have been a more effective use of gauntlet
I think more people preferred the route they took, so I cannot argue against it logically.
However, Ice Manip blasters, IMO, give up too much damage for too little control as well. Ironically, I think blasters would be better off with damage in FA, because that stacks much better with other blaster AoE powers to remove minions and lts. While one primary and one APP can stack sleep with FA, every primary can stack more AoE damage. Increasing the mag to 3 would allow FA to remove minions and lts form the battle quickly, but then force most blasters to abandon their primary function in order to maintain that.
In summary, Ice Manip blasters need damage in Frozen Aura because they need to eliminate minions RTFN and Lts. shortly after. They need to be able to use their other AoE powers freely, otherwise they are gimping their damage even further than Ice Manip already does.
The one reason I could dig giving damage to FA was that I thought blasters could really use help in that area. -
Quote:So those powers are good reasons and Salt Crystals doesn't exist?Rather, since Blasters are guaranteed plenty of damaging attacks, and Tankers are not, so they suffer quite badly when saddled with pure utility powers in their secondary. See also: Clobber.
In fact, name even one Blaster combo that would benefit as much from Frozen Aura doing damage as /Ice Tankers benefited from Frozen Aura doing damage. In return, I'll name you two reasons why Blaster Frozen Aura is better without damage: Siren's Song, Sleep Grenade.
Why did /Ice tankers need more damage? Were they having trouble keeping aggro? -
Quote:Other nukes mezz spawns. Other nukes crash a spawns Endurance. Other nukes beat enemy to-hit into the ground. Other nukes put enemies on their backs, far away from you (HoB has a bit of this, or a lot of this on lethal rounds). The mitigation in Blizzard, another DoT nuke is just sick.The +def idea was already thrown out there on the Blaster forums, so I guess I'll repeat myself. You can make an argument for a shorter animation, a shorter recharge time for the power, more damage, a reworking of how the damage and KB are applied, etc. But you are NOT going to get +def thrown into Hail of Bullets. It's completely beyond the pale of what any other nuke does.
Even 30% defense for 5 seconds every 50-60 seconds is not beyond other nukes mitigation potential. A lot of people never thought blasters would get a power like Drain Psyche or Hoarfrost, and yet they did. I would think people would be OK with defenders and corruptors having a mitigation power, so its really only blasters where you could make the argument that they should not have it. Nukes are the exception for blasters, as almost every blaster nuke has mitigation of some sort beyond making dead things. HoB already has some with the KD, but of course it also lacks the making dead things part, so its arguable that it should have more mitigation.
I may not think HoB needs +Defense, but I do not think its a bad idea that the devs would never consider. It seems reasonable, thematic, and useful. -
I have an arc near done that almost fits the bill, but it caps out at lvl 40. So I am making a new one that is set level 45-54. So far, I enjoy playing it.
The spawns look really impressive set to +2 / x8 and have been challenging enough to have the opportunity to use Vengeance, without causing team wipes or slowing down the team. I am worried it might be too hard for a PuG, but once I get it done I'll make a team half PuG, half SG to test it. -
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Quote:If you're a blaster, Frozen Aura still deals as much damage as Rest. Which makes sense, since tankers are the AT all about damage and blasters are all about aggro control.Many /Ice tankers agreed with your assessment. They agreed so long and so hard that the devs finally noticed and gave Frozen Aura the same damage as Foot Stomp.
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What did you intend this sentence fragment to convey? I do not understand it in isolation, nor in the context of your post.
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I have a lvl 50 Fire/MM and it is a great combination.
However, if you really think you are a better player than all those poor blasters you see. I'd recommend going Fire/Fire instead.
Pfff all that "control" and "safety" just gets in my way. Begone with your lock downs, heals and buffs. Stand back there near the door while I do this so you don't get blood on you. - Emnity
Embrace the Flame. Become one with the rage. Defy perceived wisdom. Reduce preconceived notions to ash. Stand in the center of your own hell-storm and revel in the hecatomb. Everything Burns.
Make your Regen blaster Fire/Fire. For example:
No Purples:
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Quote:You are using game mechanics to decide how people would role-play react to psycho-bullet-spray.I disagree. The problem with +def is that it increases the likelihood that foes not affected by HoB will miss as well...
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As far as being thematic goes, what's more thematic: killing a bunch of guys with your wicked gun-kata and somehow getting a defense bonus to all the other guys who just walked into the room, or being so completely focused on making the guys you're currently engaging miss on account of your zinging bullets that you've still got to deal with those other guys. AND since they just came into range they are suddenly completely focused right on the lone fighter who just downed their comrades? EDIT - or, pending any damage buffs, MOSTLY downed them, but made them really mad too.
After all, if you were on the receiving end of a Hail of Bullets-like attack, wouldn't you try to duck and cover? And if you did, how accurate do you think your return fire would be? Someone on the outside of that attack, however, would know EXACTLY where to aim to stop the craziness.
I guess one could walk into a room where someone was spinning death and spitting out bullets and think, "Hey, that guy is 40 feet away. No way any of those bullets can travel more than 25 feet, therefore I can stand tall and take careful aim, no need for me to dodge."
The suggestions I have seen only propose the defense last as long as the animation (although I might make it last 5 seconds (that is just under an extra second) if I thought about going down this path). Popping it off before jumping into a spawn would be useless, since you would be buffing your defense before you are being attacked and that buff would be gone by the time anything did attack. -
The auto-hit slow in Hot Feet, as well as its large radius, makes Fire Control and Fire Manipulation into excellent holders of aggro. The high level of damage those characters can often deal out helps a bunch too.
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Quote:I did that with two characters. Once I was done playing challenge arcs, one was at level 21 and the other was level 19. It was an interesting way to get through the teen levels without having to deal with stronger enemies before Stamina.Hey! If I keep this pace up, I might actually finish before the third Aeon's Challenge! And by the way, after 3 arcs (more like 2 with the super short one, and one unfinished) I'm at level 7. My plan for the rest after I pass up level 10 is to not take any more powers, and not slot any enhancements to help stay true to the level 10 cap (other than turning off XP).
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Quote:That is not a Blast set, it is a Support set.well it is technically in a blast set but not really a blast but cal-traps has a fear component.
If we include Support sets because blasters get them, then Mental Manipulation has a single target, ranged fear power called Scare. -
I dinged 50 tonight and it was a great ride. This will be the first 50 I have ever made that took less than a year to get there, and it took way less (obviously).
The perfect confluence of events arrived, since I had this last week off, my kids were away at the grandparents over 2xp weekend, and I really like this set and the character.
Over 2xp weekend I got my TF commander (even ran Posi twice for fun) by level 38 and then made it to level 41. In between Task Forces, I ran some scanners, some safeguards, a few Crey missions, and a few Ouro badge misisons (Spelunker and one other, Mystic Savior I think). I also started Indigo Sunday night.
Got the Atlas Medallion Monday, running the Moonfire TF. Also Monday night, March 8th, I ran a SG mates Tina Mac arc and got some of the AVs towards Dimensional Warder. Finished out my Indigo arc as well.
Finished up my plaques and explore badges Tuesday, so that on Wednesday I could grab the Freedom Phalanx Reserve Member. Tuesday afternoon, failed an ITF (we had two people quit in mission 2, bad team chemistry), team quit at the end of mission 3. Spent a lot of time crafting and gathering IOs this day.
After hunting Fake Nems Wednesday and getting FPRM, I joined a PuG running Maria Jenkins at +4 / x 8 (we had 7 or 8 players the whole time anyway). That was a trip, good tankers and buffers made the missions fly by, although the AVs were a bit tedious until a TA/Pistols defender joined, then the AVs melted as well. Sadly, after Battle Maiden, the team split, so I did not get Portal Jockey. Started practicing turning off Inceniary Ammo before Piercing Rounds, using Pistols while it is off, then turning it back on before DW or ES. Ran a KHTF. Made level 47 this night. Ran some PI scanners.
Early Thursday, failed another PUG ITF, this time we made it to Rommy, but the team just couldn't get it done, sigh. I did however get a Hecatomb: Dam/End drop, which I needed on my one scrapper. Lucky, lucky. Hunted out my Croatoa ghosts and Tuatha, to get Geas of the Kind Ones. Ran The Hydra Men arc to get Multdimensional. Ran some more PI scanners and safeguards. Thursday night I ran my Maria Jenkins arc with some SG members and some PUGs, and got Portal Jockey and Statesman's Pal. Formed a PUG Citadel TF to end the night.
Finished out most of my IOs Friday morning, just needing the two LotG +recharges by the afternoon. Spent the early day hunting Sorcerers, BP masks, and then made a 8 man PUG to run some Harvey Maylor missions on big teams. Got the Illusionist badge by the end of the 2nd mission and turned off my xp about 8000 shy of 50. Ran a few more Harvey misisons and then broke team. Got another Hecatomb, Acc/Dam/Rech this time. Super lucky. Made some more IOs, got the last two LotG I needed.
Sitting on the edge of 50 with my build near complete and 5 Accolades, after just 10 days was weird. This has been a bizarre experience for me. Formed a STF with my SG and one PUG, while we were forming I finished off my Circle mages hunt and got Eye of the Magus. Ran the STF, and turned my XP back on for the Recluse fight, dinging 50 at the end of the STF. Put my last three enhancers in.
Thanks to all I teamed with. It was a fantastic time and a fun 10 days.
Now, I just need to learn how to use Hibernate well over the next few weeks. -
Quote:Stealth is not a Fire Blast or an Energy Blast power. Since you get to tack things on, so do I.Go pay attention to what happens when you run stealthed into a group of mobs to fire off Inferno or Nova.
Go pay attention to what happens when you activate HoB a split second after one of your other teammates takes the alpha. And you can do that every minute instead of every three minutes.
Solo, I have had no issues running into the center of a spawn clicking HoB followed by either FSC or Bullet Rain. During my 30s, I ran at +1 / x3 with bosses. During my 40s, I have been running at +1 / x6 with bosses. In my 40s I have TP and Hot Feet to aid me, but HoB is not recharged every spawn, so I get to use Bullet Rain + FSC a lot, and somehow I still do not die, even though they take longer to animate together than HoB. In my 30s, I did not have any appreciable defense. By my early 40s, I did have about 16% ranged and 8% Sm/LE.
I do use inspires, but since I turned up the size of the spawns they drop like crazy when solo, so I have them to burn.