brophog02

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  1. Quote:
    Originally Posted by streetlight View Post
    Brophog02, your timing argument is moot after the first 0-2 seconds of combat (depending on how long it takes to get the attention of the next group, which hopefully occurs before the previous one is down) and even the most twitchy of Blasters can wait that long. After that, only KB can screw things up by introducing scatter.
    No, and here's the problem I have with every one of your posts: you speak in generalities. You treat every situation the same.

    Some fights are long. Some are short. Some have adds. Sometimes you have ambushes. The game is dynamic. Timing is not an argument, it is a condition, and it is a condition relevant to every player, whether they realize it or not.

    Quote:
    Every other build, every single one, works with the pack-n-melt strategy by default. They don't have to work at it or make special accomodations. It works in open space, it works in tight confines, and it works everywhere in between.

    Again, you speak in generalities. Sometimes you do need to pull. Sometimes you need to use terrain. There is not one strategy for every build in this game, against every enemy, on every map, with every team configuration. Sometimes we want them further apart, for mitigation purposes. A leveling tank will commonly pull around a corner or into a line simply to keep aggro without exposing itself to too much danger. Sometimes we want them even tighter together than they started, and knockback can be a tool to accomplish that.

    There is not one overarching strategy to this game.

    Quote:
    KB doesn't, because it adds scatter, which is the antithesis of what the vast majority of teams are trying to do. Every other Blaster primary (and KB is not just a Blaster issue) is a better fit than Energy under the most common and most efficient teams in the game.
    Knockback does not inherently scatter. Read that again. Knockback does not inherently scatter. To scatter would mean to move items away from each other. The force I am applying with knockback moves them all in a linear fashion away from me. Depending on the geometry, chance to hit, and other factors it may mean that those objects are further apart than they started. It also may mean they are closer than they started.
  2. Quote:
    Originally Posted by streetlight View Post
    It's not that it needs to go away or even should go away, but that it's not necessarily helpful to most teams. KD and KU are great.
    That depends entirely on who you are. If you are a squishy, knockback is often far more useful than knockdown or knockup. It does a lot more good to knock anything with a devastating melee attack away from me than it does to knock him down only to see him pop right back up and slash me anyhow.

    Quote:
    KB is just bad for the majority of teams.
    No it isn't, as evidence in this thread has shown. It has the capability to be a benefit and a burden, just like any other power. I could say fireball was a terrible power because Blaster upon Blaster has died gaining too much aggro using it. Just because I twist the statement does not make it universally true. That's what happens with knockback statements.

    Quote:
    It's outstanding in a solo context. It's likely great with other KB-heavy builds (though perhaps it would just create a mess?). It's just not that great when the team functions better with everything close together, which is almost every team out there.
    There you go with more gross generalizations. Knockback does not inherently scatter. It's a linear positioning tool. It can be made to move things nearer another group just as it can be used to move all or parts of a group. You're again twisting things to fit an agenda.

    Quote:
    KB-unfriendly teams can work around it, but they can benefit more by adding almost anything else. KB is something that has to be catered to and worked with, where almost everything else just fits into a natural flow.
    This statement is the worst of all. Everything has a sequence in which it works better. If any Blaster fires off an AOE before aggro is contained, and he doesn't kill everything, there will be consequences. Why are we pretending there are only consequences in that situation if it were an AOE with knockback? If an AOE with knockback is used at the appropriate time, there are no consequences. Any Blaster has to time that to make things work. Controls work that way, taunts work that way.........just about anything in a team setting will affect something else if used at the wrong time. Similarly, the ways in which we do things that cater to knockback often help in using other powers. We aid each other by doing those things. The things being done to 'cater' to knockback also 'cater' to other powers. The fact you think they aren't 'needed' in situations is mostly due to the fact the game for full teams can be so ridiculously easy that mistakes can be overlooked, rather than the fact that such tactical moves lack overall benefit.

    Some of these arguments by many posters are absolutely preposterous. Knockback can be used in a manner detrimental to a team, just as it can be used in a manner that aids a team. To suggest it is the only thing that can be used detrimentally or that it is always detrimental is absurd and not worth further discussion.

    Until next time.......
  3. Quote:
    Originally Posted by Gilia View Post
    The AoE is average, the ST has something special. A full ST attack chain will keep a boss floored easily. Most Blaster sets can't go toe to toe with a Chief Soldier on SOs. Energy/ can.
    The ST damage is absolutely average, and the only way you will reliably keep that Soldier on the floor is to add Power Push to your attack chain.

    Quote:
    Magnitude determines if they stay still, are knocked down, or knocked back, and how far. It's not the percentile chance that KB will happen.
    I didn't say percent chance determined the knock effect. They're two separate sentences because the are two separate statements.

    Quote:
    Of course it comes back to Energy. If I give up Explosive Arrow because the Tanker on my team is barely functional, at least I still have Fistful and Rain of Arrows. If I give up KB as Energy/, I'm not going to be attacking.
    Quote:
    FOUR of those 7 only have ONE power that does KB. Energy has EIGHT. It's the only set that has a chance to knockback on every single attack. DP and AR are the only other set that could KB more than once in a chain, and DP can turn it off.
    Nothing is in jest. Knockback is everywhere, and at varying degrees. You simply work around it. You position with your knockback. You time your AOEs to work around the rest of the AOEs on the team. You grab another AOE out of an APP. You switch to your secondary. You have a lot more tools, including your brain, that are available.

    Sometimes you just find another team. There are times for every AT that they feel they aren't of much use. Sometimes you just didn't need more damage. Sometimes you're playing a tank and the team has other aggro tools it prefers. Everything in the game can be this way in certain situations. You either work around things, or switch teams.
  4. Quote:
    Originally Posted by PennyPA View Post
    X2

    Anyhow, I run in to check something or drop something off and have to deal with all this suppression is just as annoying as dismissing/resummoning pets. Virtue/Freedom always seems to have issues like this and then want all the other servers to change just for them.
    It does tend to happen when actual people are on the server. Tumbleweeds don't cause problems.
  5. Quote:
    Originally Posted by OmnipotentMerlin View Post
    Um dude I know that quite well. I micro the heck out of them. The point is Ninja require you to micro them.
    They require a single goto command. If that's consideriing micromanaging, then so is everything else in the game.

    Yeah, you can't walk around with them on defend/follow and just do everything on autopilot.......welcome to playing CoX. Somehow every other AT manages to walk around and press buttons. I'm sure you'll one day get a handle on it, too.
  6. Quote:
    Originally Posted by Imadinu View Post
    The evil Me leads us right into another ambushed. We are dead! When I awaken I have no team. Players want it ALL easy.
    Yeah, that's the way it is..........the less impact debt has had, the quicker players quit after a death. Not that it is cause and effect, just a very strange coincidence.
  7. Quote:
    Originally Posted by DrMike2000 View Post
    I've come across people on the forums who hate knockback in all its forms, but I've never been treated unfairly while playing pickup groups on Virtue.
    Exactly. It's mostly inaccurate threads like this one that make Energy Blast something it isn't, which is why we see this behavior FAR more on the forums than in the actual game.

    Explosive Blast is one of the most singled out powers any Blaster sets gets, yet it is also one of the most cloned, but the clones don't suffer the stigma it does!

    People still think Energy Blast is a great ST set, when it is just plain average. Nothing special about the ST damage, but it has a long standing rep to the contrary, in large part because many think it has insufficient AOE............which is also average for a Blaster.

    Explosive Blast does not do radial knockback.

    For much of its life, Power Bolt has insufficient magnitude to do knockback. At best, it is only a 20% chance. Power Blast only has a 30% chance.

    In Blaster primaries alone, 7 of them have at least one knockback power, or the capability to do knockback. Even the most recent powersets in the game have knockback. Energy Blast does not hold a patent on knockback effects, yet the vast majority of the discussion pertaining to knockback effects is centered on Energy.
  8. Quote:
    Originally Posted by Seraphael View Post
    This is at the core of the problem with Energy Blasters in my opinion, knockback generally is counter-productive to team efforts. I've played with numerous Energy Blasters where vastly superior AoEs are to a significant degree wasted due to Energy Torrent being a quick activating attack that tends to get a drop on the spawn and scatter it before other AoEs can connect. Even a well played Energy that manage KB (in my experience almost no one really does it consistently though), brings less to the team than most combos from most ATs.



    You need to re-check how much damage Energy Blasters are doing. The set produces average damage, both in ST and in AOE. There are not these loads of 'vastly superior' AOEs to be had and Energy Blasters do not do "subpar damage output on larger teams".

    I don't know where you get your information, and I don't know who you team with, but your post is about as useful as you claim Energy Blast to be.
  9. Quote:
    Originally Posted by streetlight View Post
    Often, the best answer is for the KB-heavy character to find a more KB-friendly team. Sometimes they realize this on their own. Sometimes the team kicks them without giving them a chance.
    The solution is for people to realize how much knockback is in this game (and not in just certain sets) and learn to deal with it, rather than learn to avoid it.

    There used to be a post a month on the Suggestions forum asking for some derivative of a -KB enhancement. This went on a good 2 years by my count..........it doesn't matter how many such threads are made, knockback is not going away from this game. People either need to find a new game, or realize this fact and work with it.

    I deal with it very simply: I check every AT's powerset on invite and send tells as necessary. If I have a Willpower/Invuln tank, I let them know I'd appreciate then pulling to walls and into corners where I can saturate them. If I have a -kb controller, I let them know how appreciative I would be of them using said power, and in response I'll be quick to pull that aggro from them. I time my powers so that other AOEs are done before me.....so that I'm the killing blow.

    It's easy, and I really don't have anything resembling an issue that can't be settled with a tell. My friends list on my Energy Blaster is filled with tanks, not other Energy Blasters. Knockback benefits everyone if everyone is willing to be benefited. We kill faster, we kill safer.

    Case in point, a TF I was on recently with an Energy Blaster. The tank had been setting up near structure, I was doing most of the AOE, into said structure, and before everything was dead, the tank moved on to the next spawn. This went on for half a dozen missions, then a storm came through my area and knocked out the power. I hurried back, but I missed 3 or 4 missions. Before I left, we didn't have so much as a scratch (I died once by my own hand). I returned to a teamwipe with the leader asking the tank why he left the mobs.......his reply:

    "I've been doing it the whole TF".

    This was a good tank, mind you. We never got a scratch after I returned. I know exactly why they wiped........nobody changed their tactics to account for the fact I was keeping everything pinned and dead.
  10. Quote:
    Originally Posted by darknesseternal View Post
    dominators are blasters that work.
    :d:d:d
  11. Quote:
    Originally Posted by Adumbrate View Post
    It's also a very good idea to get Heal Other on a /Dark build. I've got a 50 Necro/Dark, and it's not as tweaked as it potentially could it (I don't have Hasten), but it's still very effective. Heal Other is great when you have that one pet that doesn't want to stay clustered, or when Twilight Grasp is on cool down and a Grave Knight needs a bit of quick healing.
    I have to disagree with this advice as it uses an extra power (and perceivably, extra slots) to do things you're already capable of doing. You can move. You can command the pets to move. You can put recharge (and probably should) into twilight grasp.

    Twilight Grasp is up about every 4 seconds with 3 SOs of recharge. That should be plenty often given Dark's numerous other tools to work with.
  12. Quote:
    Originally Posted by Tulare View Post
    They have even shocked me on Elites, kind of like, "that was an Elite Boss right?"
    Anything less than a purple boss and I feel a little too unnecessary. I've seen the Oni give me the evil eye if I try to turn bosses off...........
  13. Quote:
    Originally Posted by OmnipotentMerlin View Post
    I second that. Ninjas are the hardest MM primary to use. Just plain micro.
    Put a goto command on a mouse button and they are the easiest to use. They all want to be at the same range.........and that's right by the enemy. It's point and click.

    The big difference in control of the ninjas is their speed. To me, that's a benefit. When I tell them to do something, they get there in a hurry. It's almost like having a ranged pet with melee damage.....because it doesn't matter where at, they're going to go where I tell them and kill nice and quick. They move quick. They animate quick. And, most of all, they don't say anything!

    Yeah, they're melee and they kinda demand goto commands because of it. You don't want the Jounin shooting poison darts, for instance. But aside from simply not using goto commands, I don't understand the constant complaint that Ninjas are so much harder to use than anything else. Does everyone just play Bots on Follow/Defend and nothing else?

    Put a goto command on a mouse button or use team teleport and Ninjas are no more difficult to play than anything this game has to offer.
  14. Quote:
    Originally Posted by Savage_P View Post
    I have played a plant/storm and ill/storm to high lvls and my beef with those combos is that i never felt like a master of weather but some other hero with storm powers thrown in. Defenders were always too weak for me after MANY attempts to feel mighty. Maybe a MM will feel stronger if I don't take any personal attacks.
    I understand that. Even as good as storm is, it is the secondary, and will feel as such.

    A Mastermind feels completely the opposite since all you actively do is manage the storm powers. It feels like a pure Stormy with pets.
  15. brophog02

    APPs, OMG ^^

    Quote:
    Originally Posted by DarkCurrent View Post
    Oh, it's coming, don't you worry. Just let the blasters complain for a bit about how they're not the damage kings and all that, and the brutes about how they had fury nerfed and now aren't as powerful. They'll start pointing at doms and saying it's not fair a CONTROL AT has as much or more dmg and that we're stealing team slots... blah blah blah.


  16. Quote:
    Originally Posted by Razia View Post
    Looking at the damage modifiers I wouldn't skip any melee powers on a Domi. Only if you really insist to play it like a (gimped) blaster.

    If Blasters were meant as ranged toons, they'd have as many melee attacks as Scrappers have ranged attacks.
  17. Quote:
    Originally Posted by Biospark View Post
    Not trying to disagree with you here, because I actually see your point.

    But one thing that is not being mentioned is the difference in AoE capabilities between Blasters and Dominators. With some exceptions, Blasters will contribute greater AoE damage on teams.
    Blasters will conceivably contribute more, in general, but AOE damage contribution can be overestimated in a mature team setting. Once toons begin to get developed, everyone is usually going to bring some AOE damage, and often the difference in a Blaster's AOE damage contribution vs replacing that spot with something else isn't that big.

    Plus, as mentioned, the Apps now can make up a big difference in that regard. Blasters would happily take an every spawn AOE power as good as the Fireball in the Dominator Apps.

    Quote:
    And Blaster melee attacks are at a higher damage level with lower recharge.
    Once you start adding in global recharge numbers for both ATs, I'm not sure there is enough difference in recharge either way to make a huge difference.

    Quote:
    So they can probably make that 5% difference up with Defiance.
    But Blasters also don't have Domination........tit for tat and all that.


    Quote:
    And they lack the dual Aim/Build Up combo.
    Some Dominator Assault sets have something similar, just at a lower value, and not all Blaster sets have such damage buffs. True, Dominators won't have quite the burst that Aim+BU+(Blaster Melee) will have, but it also doesn't need to have quite that level of burst. It's still more than enough, and while Blasters get defiance, that damage increase doesn't go into effect until the powers start being cycled, whereas Domination could conceivably be on before a Dominator went into such a damage cycle.

    This is a pretty good discussion, and we're only able to find rather small differences. I definitely agree that Dominators are more Blasters than Controllers. Having a buff/debuff set is a really big difference between a Controller/Dominator, whereas a Dominator Assualt set can effectively mash together a Blaster's primary/secondary by being able to eliminate things like controls and nukes.

    A Dominator is much more a Blaster with more control than a Controller with more damage.
  18. Quote:
    Originally Posted by Tangler View Post
    I think there are very few assault sets that can get away with being pure range without crippling their own damage output. At the very least every domi should take their melee attacks until they get their T9 Blast or equivalent.
    I think the same thing about Blasters......for both, the melee attacks are really incredible burst attacks that are absolutely worth taking. With a Dominator's control abilities, it makes even less sense to skip them.
  19. Quote:
    Originally Posted by ricktu View Post
    Sorry but I don't think this is right. A friend and I have a duo of reasonably setted energy/energy/force blasters at lvl 49 and we are playing at +0x4 and we are fairly ripping through the high level missions at the moment. Even EB's are taking less than 30 seconds for us to take down.

    If we can manage that then no way are blasters underpowered.

    I also have a level 43 plant/thorn dominator and she is incredibly usefull on teams. Locking down full size mobs is not an issue for her. As for damage there is no shortage of that too. This toon plays with a SS brute and she frequently takes on large mobs of baddies that have overwhelmed the brute and polishes them off.
    My main is an energy/elec/elec and has thousands of hours post 50. I'm well aware of their benefits and limitations. While it may not be near the strongest post-50 toon I have, it is still my favorite, and by far the most played. I am not for a moment suggesting Blasters are not fun to play, but this is a relative statement.

    And I'll repeat that Blasters lag behind almost everything else when you get it fully IO'ed out. They are squishy and that's part of the tradeoff for being high damage.

    My controller solos mobs at +3/x8, as just one example of what another squishy AT is doing. You may think your duo is doing well, and it is relative to the game, but not respective to what most others can do. There is just only so far you can take a Blaster, even with IOs.
  20. Quote:
    Originally Posted by Castle View Post

    I'm not saying there isn't a problem; I am giving you, the players, more information regarding how it works internally. You should also know that runners are a part of the game and eliminating that aspect of the game isn't really likely to happen.
    <sarcasm>
    But castle, knockback and run away are scattering me mobs!!
    </sarcasm>
  21. Quote:
    Originally Posted by Intrinsic View Post
    The pets don't bother me much. It's the people that leave their AoE heals on autocast that I find annoying. The Praetorian-style consignment houses are less convenient than WW or BM, but if that's what it takes to get rid of the heal spam then so be it.

    The Cow-Monsters are three times as annoying as hearing that autoheal sound.
  22. Quote:
    Originally Posted by Seldom View Post

    Oh and FYI, the dominator damage mods are this: melee: 1.05/ ranged: .95. They're under blaster numbers for ranged attacks, but not by far. A melee dom's attacks will actually pack more punch than a blaster's. (Too bad most melee-slanted assault sets don't have a damage boost.)
    Not far enough. It's amazing how poor Blasters are in this game and how little anyone cares about it. That's what happens when the primary balancer is just to give everyone more damage when they seem to lag behind another AT.
  23. Quote:
    Originally Posted by StratoNexus View Post
    Well, I do not know for sure how it works now, but I know for sure it is not Exactly like it was before the nerf. It may be because of some other change(s), but the amount of enemies that get into melee is higher than it used to be and the ability to herdicane is not as good as it used to be.

    I don't know the numbers either, but I agree with Strato on this.
  24. With Dark? Either. Healing isn't an issue. Dark's debuffs are fantastic.

    Necro has more to stack with Dark, Ninjas do more damage.