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Quote:Bossy, poor defenders would likewise get the boot and the ignore. The biggest problem with empaths like you describe is since all they do is keep the team alive, they think they are the boss of the team.And if I see a man go down on my team while your Emp is attacking, don't cry when you get the boot. Don't make me ask/tell you to keep the CM and Fort flowing. And don't let me see those End bars dropping cuz you have AB and an RA that you better have mastered so well that you can drop that in the middle of a fight and hit the players who need it most (timing and free-flow movement).
I already have a mommie. I don't need two. -
Whether it is defensive shields or resistance shields it doesn't matter. Putting 14 shields on every 4 minutes is a pain, and many people won't play such sets just for that reason.
That's the biggest issue you're feeling between empathy and thermal. Added to that, two of the biggest buffs in empathy are area buffs........the RAs. The thermal set is comprised of single target buffs and debuffs. Trying to keep all of those up, even without another primary/secondary is difficult.
You need to prioritize what you need at that time, and that changes based on circumstance. Depending on how you play empathy (and a lot of people just play empathy and ignore their other set) you may be accustomed to putting everything out all of the time, regardless of if it is really needed at that time. If you try that with Thermal, particularly at the speed many villains teams move, that will be all you ever accomplish.
This shields: There are times you may not need Plasma Shield, depending on enemies. You may have a team where survivability isn't a problem, depending on makeup. In that case, the shields may not be necessary at all and damage buffing/debuffing may be more necessary.
Thaw: Much like CM for empathy, you only really need to worry about this if there is problems with mezzers.
Forge: There are times in this game where damage is indeed superflous. If every spawn is melting, no need to bother with forging everyone.
Melt Armor: Similar to Forge, just the debuff version. Is the damage output good and the team seems to be having little trouble with accuracy? Then you probably don't need it. With difficult enemies, Forge, Melt Armor, and your own damage may take top priority. -
That template also works well with sets other than Rad/MM. Just about any set with several melee attacks and the ice epic can be fitted with that template for S/L defense.
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Quote:I've done this.Would it be a good idea for an Energy Blaster to slot this proc in almost, if not all, all the attacks? You would then almost have the recharge bonus active all the time. And more importanlty, if it comes from different powers, can several +100% recharge stack together?
Not a good idea. With the suppresion you just wind up wasting slots (it not only doesn't stack, but it suppresses immediately after firing). Put it in something like Explosive Blast and put something else in the other powers instead. -
And we've hit our monthly quota for knockback suggestions in this forum. Please come back next month where someone else suggests how we should eliminate knockback in a superhero game.
(Which is about like playing a fantasy game and banning swords.) -
Quote:I think you misunderstood me. I'm all for working together and doing whatever it takes for the good of the team. But in this case, there really isn't much around plant having a ton of immobs. Anyone who wants to rely on a similar knockdown effect is going to have to work around that.No, in that case the controllers pay attention to what the other is doing and try to work together instead of against each other. At least good players do - work together for the good of the team, that is. Yes, sometimes that means not using favored powers at every possible opportunity. But not every mob, doorway, etc. needs to be ice slicked/creepered/earthquaked. (Obviously that doesn't mean the occasional "oops, I got my chocolate on your peanut butter" doesn't happen - it does - but it means to put the ego (for lack of a better word) aside and work as a team.)
Creepers, at least, are better than (say) Frostbite or Cages in this regard, in that they spawn an entity that can take a hit or two - so the aggro isn't necessarily getting redirected back at you and your team when the enemies stop flopping.
Which is what happens, and the team is better for it. I'm simply quoting an example where there can be conflict. -
Quote:You jump in, fire off a few melee attacks and jump out. You don't need to stay in melee, and those attacks are so fast they don't have time to do much to you, anyhow.I don't even use Thunderstrike that much, I only kept it for the knockback. I took Lightning Clap for the mitigation and...I don't know, the second one must have made room for something else in my build, since I don't see what actually replaced it.
By the way, I played up into the mid-30s (and that's before they smoothed the level curve) with the melee attacks, so I'm not unfamiliar with them. I just don't like to be in melee with such a squishy character. I respecced because my character sucked on toast. He doesn't suck on toast anymore.
Thunderstrike for the knockback doesn't make sense, because it is too slow for that. You're incredibly vulnerable during the long animation period. The knockback should be secondary to its damage. If you want a PBAOE knockback power, Lightning clap is all you need as it is much, much faster to activate.
I, personally, don't recommend either one of them, but if you want the knockback mitigation then Lightning Clap is the way to go. If you want burst damage, then Thunderstrike is the way to go. If you want fast acting, high DPA attacks, then I suggest taking the other three melee attacks. -
Quote:Its only good with single targets because you skipped that 'worthless' power. You could be good with both, but instead you chose not to be.Agreed, Explosive Blast is worthless in my opinion...I have an Energy/Energy Bosskiller who is my most effective character against single enemies
The blaster Targeted AOEs are almost all identical, outside of side effects. Explosive Blast, Explosive Arrow, Psionic Tornado, M30, Neutron Bomb, and Ball Lightning.
This myth that Explosive Blast needs to be skipped needs to seriously stop. Why gimp yourself? Just queue Torrent and Blast together and they hit the same targets. To round it out nicely, take Static Discharge from the Elec epic.
That's a great deal of AOE and very effective.
You can still single target hunt if you want and be able to add in a sizeable amount of AOE damage to a team.
Blasters aren't tight builds, and they get limited benefits from most pool powers. There isn't a reason to need not take your targeted AOEs. Simply learn how to use them effectively! -
Quote:We have special words for those Blasters, and they aren't nice.Not really. The Targeted AoE tends to be pretty weak, and is easily skippable on most Blasters. Many sets, like Energy and Rad, can skip it with no worries whatsoever.
You have Aim and Buildup on most combinations. Use them. -
Quote:Sounds pointlessly inefficient for a combo that can lock things down exceptionally well. Outside of goofing off (and nobody likes goofing off with knockback more than me), why take two AOE sets and scatter everything like that, even solo. Almost every power in both sets is an AOE or has an AOE component (and plant is a horrible ST set).My Plant/Storm/Mind controller, Pan Demonium, can be verrrry chaotic when he wants to be. Although, if he is feeling generous to a team he does have the immobs to hold em in placebut when is is solo things are just flying around in my two tornados, and my Carrion Creepers are slotted for knockback so thats just plain fun to watch, plus Seeds of Confusion has those that aren't knocked back running all over after those that are
When I play my plant/storm, I'm just the opposite. I'm using hurricane to bunch things up as tightly as possible. LS and Tornado have small AOE components and hurricane+roots allows things to get stacked high and tight! -
You don't need hover for teleport. It takes some serious lag to be much of a problem, and if it is that bad then there are res-stockable jetpacks galore in this game.
SS has no vertical movement, but (again) jetpacks are easily available. With hurdle, you clear most obstacles anyhow, and even better with CJ. SS is easily my favorite in large part because I'm likely to get hasten, anyhow.
With jetpacks, SS is the only power you need. There is nothing "ghetto" about it. -
Completing the mission is the expected behavior of this game. This isn't a matter of ettiquette. 99.999999999% of the time you will complete the mission. It is only that one farming mission that you wouldn't click the glowies.
And in that case, it is clearly the responsibility of the holder to state that anomoly. No one is going to play every mission in this game without taking the steps to complete it just because of a few farmers like to hoard their 'soon to be added timed' missions.
Actual etiquette examples that come up constantly:
Letting the tank do his job. Don't throw immobs until he grabs aggro. Don't throw AOEs til he has aggro. It takes him 2 seconds to grab all of the aggro in a nice neat pile, so give him that courtesy.
Tanks letting their teammates do their jobs. Don't take a nicely placed mob and string them out 50 feet just because you feel like taunting. It is OK to jump in that pack. You have an entire team supporting you. Get in there and grab aggro and it will all be over soon. -
Quote:I have.[ QUOTE ]
Ive heard from many people this is one of the best mezzes in the game, but why is that so? What does it do so well to make it that way?
Lemme know cause I wana make something with plant control if its allll that ^_^
[/ QUOTE ]
Plant control is pretty fun, I've never heard anyone complain about it.
It doesn't play nice with things like Earth and Ice trollers who want to play the floppy mob game and in that case I'm sorry to say those controllers will just have to find another way to do what they want to do. -
I beg to differ. Many of the most annoying enemies are best handled getting up there close and personal with some beefy melee attacks who not only tend to activate quickly but also tend to have better mitigation effects than a blaster's primary attacks. Also, powers like Power Thrust, Freezing Touch, and Shocking Grasp are all quick acting effects with terrific mitigation.
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Quote:You kept the longest animating attack in the entire set and you're talking about getting into trouble with the other ones? You could have taken all three of the other melee attacks in the set and done more damage in less activation time than taking Thunderstrike alone. You would have gained in the process a hold, two chances for sleeps, and a chance to knockback. Those three powers have a lot of mitigation and activate very quickly to apply that mitigation.Personally I respecced out of 2/3 of my melee attacks on my Elec/Elec (I kept Thunderstrike) and haven't looked back. Either I used them and they got me into trouble, or I didn't use them and had an incomplete attack chain. Elec/Elec is the only Blaster I've had any significant play time with (got a Psy/Mental up to 10), but it works fine for me.
You don't need to change powers, you need to learn to better utilize the melee. Elec has some very fast, high damage melee attacks that are worth learning to use. -
Quote:This isn't WoW and if you play it like it is you will be disappointed. For as much as players want to pigeonhole ATs into very restrictive roles, CoX is not built around that. Defenders aren't healers, Controllers aren't healers, and Blasters aren't pure rangers. It is a diverse game so try playing it that way.i might be alone in this but my way of thinking that the name BLASTER would imply a character who uses almost strictly ranged attacks yet the secondary set puts you right in enemies faces. that seems horribly wrong to me. other than that crappy hold you get most of your secondary powers offer half ***** attempts to keep enemies at ranged distance. you dont see the hunter in wow having this problem why? because he has a pet to keep his enemies at ranged distance. now im not saying give the blaster a pet, but the class needs something to help keep it shooting for longer than 3 seconds.
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When did the Archetype and Powers board fully lay its claim as the whine board? Every thread anymore is whining about something.
Especially with things like S/L whining. Do you have any idea how many sets in this game are dominated by one or both?
The things that change are usually animation times and damage modifiers, both of which have already been addressed with AR and therefore unlikely to see anything more than minor tweaks.
Most of this thread is just whining because AR isn't the big dog. Its not that it is grossly underperforming, but whining because it isn't grossly dominating. If you're not doing the most damage, on +4/8 then the set is the sucks. That mentality has never gotten anyone anywhere with the devs, and for good reason.
Most of this whining is inaccurate, too. M30 Grenade and Buckshot are still well in line with the AOE and cone powers of other sets where outside a handful of clear outliers, there isn't a lot of difference. The cone and AOE powers in the Blaster sets are all very similar across the board. Many of the AOE powers in blaster sets also have knock effect (M30, Explosive Blast, Explosive Arrow, Psionic Tornado).
The animation times of AR were reduced from exceedingly long to just kinda long, but with the appropriate defiance modifiers on them. Ignite is still a ridiculous ST power that is easily leveraged due to the fact most of the Blaster secondaries have a mandatory Immob who themselves do very underrated damage. It is simply a matter of playing AR to its strengths rather than whining that you don't play it quite like you do the other sets.
The "problems" in the end game aren't with AR, it is with the other sets in the game and with IOs (a set like Archery who has its damage loaded primarily into one power is better off with the high recharge IOs/teams bring even though the set is in line balancewise with similar sets). AR isn't too slow, teams are too fast. Once you hit the 30s, particularly with the rampant overusage of Emps and Kins, the game becomes an absolute joke because teams move through content too fast. And if teams aren't blitzing through content like it is irrelevant then they whine. I've lost count how many perfectly good teams were advertising or breaking up because it they didn't have what they "need". They're whiners.
And so is this thread.
Spend your time showcasing how AR is grossly underperforming the bulk of blaster sets, and not just Archery post ROA slotting or Fire. That'll be a difficult task because most of ARs powers are shared throughout the various blaster sets. The blaster sets are well balanced around its metrics, but the game is in some sense fundamentally flawed in terms of min-max IO builds and lazy players who want trivial content they can steamroll. -
That's the common reason given, and I just don't buy it. Most of these people I've ever seen doing this (and in many of the cases on the boards) are veterans of THIS game.
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Anything with a 6 slotted Whirlwind gets my stamp of approval!
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Congrats on your first 50!
To really enjoy this game, you have to stop playing for XP and start playing because you enjoy the game itself. If you play just to grind out XP, then your going to find yourself burnt out sooner or later. There is a lot in this game to enjoy. Personally, I exemplar all of the time because I like playing those toons even without that carrot being dangled in front of me.
To your questions:
1)When you go to make a new character, you'll have the options now present for a Peacebringer or Warshade. Just select them like you did your original archetype.
2) Nothing happens to your 50. It remains in your list like it always has. The only change is that it is now 50 and level capped.
There are lots of things to do with 50s. You could go back and play missed content, either exemplaring on a team at that level or through Orobourus. TFs are always being run with 50s. Most servers have regular Hami and Mothership raids. There are badges to collect. There's PVP if that is your thing. Then there is always influece and drops and IOing to be done. A lot of people spend a lot of time and take a great amount of pride in making their final build as cool as it can be.
Or, you can just reroll another character. For some, the game is seeing how many 50s they can collect.
3)A second build is just like a respec. You select your second build at the trainer and go through picking your powers again and slotting them. The advantage of a 2nd build is to get more usage out of that singular character. Popular options are to make one build for PVE and another for PVP or one for teaming and one for solo play. -
Quote:Of course.And as far as speed & quickness goes, Energy Punch & Bone Smasher both have pretty good numbers on them and a super-quick activation time (IMO), so /NRG is still pretty good for blapping.
The only difference between Havoc Punch/Charged Brawl and Bonesmasher/Energy Punch is the secondary effects. Every other aspect of the respective powers are the same. -
Everyone can. Unless you live in a pocket universe, any downtime will affect someone. It sucks when the someone happens to be you, but that's life. Everyone is that someone for something, at some time.
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Quote:Original Idea?She demands to know why I'd knock off a character rather than creating a wholesomely original idea. I replied, that this was my "fun" character. She asks, "why can't you do both?" [have fun and do an original character]. I ended the conversation by saying, "This is how I define my own fun."
There aren't any original ideas to be had. Every set in this game is somehow based on an existing character. Every origin is too.
Both mainstream comic companies have knocked each others work off time and time again. For every Spider-man there is 5 characters that are very similar to him. Everything you do in this game is going to be based off of something else, whether you realize that is the case or not.
The devs are pretty lenient there, and for good reason. You really have to be trying to copy an existing character for there to be any action taken.
And that should be good enough for the players as well.