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Posts
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Question, what are you aiming for defensively? It looks like you're going for the Hoverblaster/Ranged defnse route and if so it should be possible to tweak in a bit more recharge and ranged defense at the cost of melee and aoe defense. On the other hand you might want those defenses
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Also, minor nitpick this isn't Frankenslotting. Frankenslotting involves selecting pieces from multiple different sets to get high enhancement values at the cost of set bonuses. You've got a regular Set IO build.
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Quote:With top-line IO'ing I think the balance shifts slightly in favor the Blaster. The Traps Defender can soft-cap all positions (and in fact all positions and all types if you use Weave and both +3% IOs) but the Blaster can softcap Ranged (with some sacrifices). Since the Blaster can use Caltrops and an AoE immobilize from a PPP to keep most enemies away his effective survivability is almost as good as the Defenders and his damage is MUCH higher. Admittedly there are some groups he will have a lot more trouble than the Defender with (Carnies and Malta in particular) but against the softer groups (such as Council) I think he can solo as quickly or slightly faster. I've just finished respeccing both, so I'll try and run some tests when Ive got a chance.Regardless of the difference in DPS even on a team a Traps AR can out dps a AR Device. Here is the simple reason why, because a Traps player can obtain defense cap and just kill more mobs then a AR Device player can. While a Your running missions at +2 +1 maybe, I'm running +8 +1 on my Traps AR defender.
I agree with you in the abstract though, the Defender's overall suvivability is a lot higher. -
Ok, here's my question. What point are you trying to prove with that build?
I just ran the Incarnate arc on my Traps/AR Defender. I beat all four EBs easily and the only one I I had to use blues with was Holtz due to his stupid -50end attack. I run 6 toggles (2 fighting, 3 leadership, charged armor, combat jumping).
The problem with your slotting is that it doesn't actually change your damage/end but does decrease your DPS which in turn means you need to deal more total damage.
A power slotted with 3 damage and 1 end reduction does the SAME damage per endurance as one slotted with 1 damage and 3 end reduction. So from a practical point of view both attacks will do the same amount of damage before you run out of endurance with the difference being the second attack will take longer to do so. This has two effects. The first is that you will recover more endurance while spamming it, this can effectively be ignored since the same effect could be gotten by simply firing the first attack less frequently (in this situation EPS is the limit on your DPS, not recharge/cast time). The second, more important, difference is that the enemy will have more time to regen health which means you have to deal more damage to defeat him.
tl;dr:
Imagine that attacks are simply a means of converting your blue bar into damage. Both slotting types will convert your entire blue bar into the same amount of damage. The difference is the damage heavy attack will do it faster. -
Ok, I've posted two build below. The first is your build (power selections and order) with the slots moved around a bit and sets changed to try and improve it. I've built in about 27% ranged defense and 66% recharge which is pretty decent. You might want to tweak some things a bit, for example both Aid Self and Aid Other are rather slight on enhancement, depending on your style and whether you prefer solo or team play you might want to add some more slots there (Targeting Drone is probably a good place to take them from). I also moved the stealth IO to Sprint so you'll have to turn that on when you need stealth.
The second build is the one I use on my AR/Dev in case you're curious. It's a more defensive build with about 41% ranged defense and more control but it lacks aid self and has some endurance issues without the Alpha slot (I'm ok solo but on a team I have to be careful or turn off a couple of toggles).
As always my advice is to look at multiple builds and then use that to build something you're happy with. Everyone has their own budget, style and preferences so an off-the-shelf build is rarely a perfect fit. Both builds are pretty pricey, if you need something cheaper I can offer advice there as well.
Your build re-slotted:
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Molly.EXE: Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Flight
Power Pool: Medicine
Ancillary Pool: Munitions Mastery
Hero Profile:
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(17)
Level 1: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(5), TotHntr-Acc/EndRdx(25), TotHntr-Immob/Acc(43), TotHntr-Acc/Immob/Rchg(45), TotHntr-Dam%(46)
Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(33), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(37)
Level 4: Caltrops -- P'ngTtl-EndRdx/Rchg/Slow(A), Slow-I(5)
Level 6: Hover -- LkGmblr-Rchg+(A)
Level 8: M30 Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(9), Posi-Dmg/Rchg(21), Posi-Acc/Dmg/EndRdx(37), Posi-Dam%(45)
Level 10: Targeting Drone -- GSFC-ToHit(A), GSFC-ToHit/EndRdx(11), GSFC-ToHit/Rchg(21), GSFC-Rchg/EndRdx(27), GSFC-ToHit/Rchg/EndRdx(31), GSFC-Build%(46)
Level 12: Sniper Rifle -- ExecCtrt-Acc/Dmg(A), ExecCtrt-Dmg/EndRdx(13), ExecCtrt-Dmg/ActRdx(15), ExecCtrt-Dmg/Rng(23), ExecCtrt-Dmg/Rchg(34), ExecCtrt-Stun%(36)
Level 14: Fly -- Zephyr-Travel(A), Zephyr-ResKB(15)
Level 16: Smoke Grenade -- HO:Lyso(A), HO:Lyso(17)
Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(31), Posi-Acc/Dmg/EndRdx(34), Posi-Dam%(39)
Level 20: Cloaking Device -- LkGmblr-Rchg+(A)
Level 22: Aid Other -- Dct'dW-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx/Rchg(23)
Level 24: Aid Self -- Dct'dW-Heal/EndRdx/Rchg(A), Numna-Heal/EndRdx/Rchg(25)
Level 26: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(33), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(46)
Level 28: Trip Mine -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(29), Armgdn-Acc/Dmg/Rchg(29), Armgdn-Dam%(31), Armgdn-Acc/Rchg(42)
Level 30: Resuscitate -- RechRdx-I(A)
Level 32: Full Auto -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(34), Ragnrk-Acc/Rchg(40), Ragnrk-Knock%(40)
Level 35: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 38: Gun Drone -- ExRmnt-Acc/Dmg(A), ExRmnt-Acc/Rchg(39), ExRmnt-Acc/Dmg/Rchg(39), ExRmnt-+Res(Pets)(40), ExRmnt-Dmg/EndRdx(42), ExRmnt-EndRdx/Dmg/Rchg(43)
Level 41: Body Armor -- S'fstPrt-ResDam/Def+(A), ResDam-I(42)
Level 44: Surveillance -- AnWeak-Acc/DefDeb(A), AnWeak-DefDeb/EndRdx/Rchg(45)
Level 47: LRM Rocket -- AirB'st-Dmg/Rchg(A), Posi-Dmg/Rchg(48), Det'tn-Dmg/Rchg(48), HO:Nucle(48)
Level 49: Sleep Grenade -- FtnHyp-Sleep/Rchg(A), FtnHyp-Acc/Rchg(50)
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Level 1: Brawl -- Dmg-I(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Flight-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(13)
Level 2: Stamina -- EndMod-I(A), EndMod-I(9)
My AR/Dev:
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Click this DataLink to open the build!
Adeon Hawkwood: Level 50 Technology Blaster
Primary Power Set: Assault Rifle
Secondary Power Set: Devices
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Fighting
Ancillary Pool: Mu Mastery
Hero Profile:
Level 1: Burst -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(17), Thundr-Dmg/EndRdx/Rchg(23)
Level 1: Web Grenade -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(31), TotHntr-Acc/EndRdx(34), TotHntr-Immob/Acc(45), TotHntr-Acc/Immob/Rchg(45), TotHntr-Dam%(46)
Level 2: Slug -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(7), Thundr-Acc/Dmg/EndRdx(11), Thundr-Dmg/EndRdx/Rchg(11)
Level 4: Buckshot -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(13), Posi-Dmg/Rchg(13), Posi-Acc/Dmg/EndRdx(15), Posi-Dam%(15)
Level 6: Caltrops -- TmpRdns-EndRdx/Rchg/Slow(A), Slow-I(40)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Targeting Drone -- GSFC-ToHit(A), GSFC-ToHit/Rchg(40), GSFC-ToHit/Rchg/EndRdx(43), GSFC-Rchg/EndRdx(43), GSFC-ToHit/EndRdx(46), GSFC-Build%(46)
Level 12: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(17)
Level 14: Super Jump -- Zephyr-Travel(A), Zephyr-ResKB(37)
Level 16: Smoke Grenade -- HO:Lyso(A), HO:Lyso(23)
Level 18: Flamethrower -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Acc/Dmg/EndRdx(21), Posi-Dam%(21)
Level 20: Cloaking Device -- LkGmblr-Rchg+(A)
Level 22: Assault -- EndRdx-I(A)
Level 24: M30 Grenade -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(25), Posi-Dmg/Rchg(25), Posi-Acc/Dmg/EndRdx(27), Posi-Dam%(27)
Level 26: Ignite -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(29), Posi-Dmg/Rchg(29), Posi-Acc/Dmg/EndRdx(31), Posi-Dam%(31)
Level 28: Beanbag -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(34), Stpfy-Acc/EndRdx(37), Stpfy-Stun/Rng(37), Stpfy-Acc/Stun/Rchg(40), Stpfy-KB%(43)
Level 30: Kick -- ExStrk-Dmg/KB(A), ExStrk-Acc/KB(36), ExStrk-Dam%(36)
Level 32: Full Auto -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(33), Ragnrk-Acc/Dmg/Rchg(33), Ragnrk-Acc/Rchg(33), Ragnrk-Knock%(34)
Level 35: Tough -- HO:Ribo(A), HO:Ribo(36)
Level 38: Gun Drone -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(42), Thundr-Dmg/EndRdx/Rchg(50)
Level 41: Charged Armor -- S'fstPrt-ResDam/Def+(A), HO:Ribo(42), HO:Ribo(42)
Level 44: Weave -- LkGmblr-Rchg+(A), HO:Enzym(45)
Level 47: Electrifying Fences -- TotHntr-Acc/Rchg(A), TotHntr-EndRdx/Immob(48), TotHntr-Acc/EndRdx(48), TotHntr-Immob/Acc(48), TotHntr-Acc/Immob/Rchg(50), TotHntr-Dam%(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Defiance
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(9)
Level 2: Stamina -- EndMod-I(A), EndMod-I(9) -
Quote:The requirements are that you must be level 50, have the alpha slot unlocked and have something slotted in the alpha slot.ok, apparently my friend was wrong, and was talking about running the mission to gain the alpha slot... can anyone join in as long as the main character is 50? if not, what are the requirements?
You can (theoretically) do the TF without meeting the last requirement but in practice doing so means you will be fighting +8s at which point the only thing you can do to help your team is buff (since any attacks or debuffs will be at 5% effectiveness). -
well resetting the market would involve deleting EVERYTHING (enhancements, recipes, inf and salvage) on all characters which strikes me as a rather extreme solution. My advice is to wait for the frenzy to calm down or take Solar's advice and use alignment merits (or combine it, use alignment merits to buy an even more expensive recipe, sell that and buy your kinetic combats).
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One irritation I have with the new Incarnate TFs (or just running at +4 in general) is that the con system is useless. I normally use it to tell at a glance whether my current target is a minion, LT or boss (I know what level the current group is and adjust from there). However when running at higher difficulties the higher rank enemies bunch up as purple-cons until, at +4 everything is purple except for minions. This never really bothered me before since I rarely run at +4 but with the new TFs (and presumably a lot of future content) starting at +4 I find it irritating. As such I suggest the con system be changed to allow higher rank enemies to have different colors from same level low rank enemies.
A few suggestions:
1. Increase the number of colors. I don't care for this due to the increased difficulty of remembering, the current system is reasonably intuitive.
2. Have the "relative level" used for the con system be based on the mission level rather than the player's combat level inside an instance. So in the new TFs a level 54 minion would con white while a level 54 LT would con yellow. Essentially this changes the con system from absolute difficulty to showing "this is the easiest enemy type in the mission", outside it would need to use the current system.
Thoughts? -
As Gilia said, Force Field Controllers get PFF. As for the wiki, well it's not infallible, sometimes no one remembers to update a particular page when the patch notes come out.
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On my AR/Dev I just kited him around in the lava, popped some purples to dodge his attacks and killed the cone thingies as he spawned them. Pretty dull to be honest.
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Quote:I think this is true for some types of soft controls and not others. Confuse and Sleep are, like hard controls, just reduced in duration but otherwise work the same way as normal (in fact Confuse is sort of buffed since the damage confused enemies do is higher relative to your damage).I'm not sure it's fair to say that soft control categorically suffers more from the purple patch than hard control. After all, hard control's duration is cut by more than half against +4s, and your chance to hit with hard control is likewise reduced.
Drain and Knockback though will suffer somewhat. Drain's problem is pretty obvious, despite being a soft control the way NPC endurance works means most of the time it's pretty binary either you floor their endurance or they continue to attack. The purple patch hits it coming and going, it decreases the drain per hit and decreases the duration of recovery debuffs (which means you need to apply those more frequently). Knockback is less affected, but the reduction in magnitude means that in some cases enemies with a bit of KB protection end up not even being knocked down. -
Quote:Yeah, I'll do that if I have to (although my current build is probably close enough for that without changing) but I really hope I can figure some way to make it work with pets since without them there isn't much point in having the MM (you'd get better support and more damage from a Defender/Corruptor).After reading about how the last encounter works I have the same concern for MM's, sounds like pets are going to just die a lot and not be worth summoning, I've got a alternate petless build that I'll be fine tuning for that encounter, going to snag Team TP and just be a Defendermind
I'm currently leaning towards dismissing my Battle Drones (since they aren't exactly doing a lot of damage against what is to them a +6 AV) and focusing on tight management of the Protector and Assault Bots, the question being how much damage will I really manage to inflict.
Plan B is to keep all the pets out and try to act as ambush bait rather than fighting the AV although that really doesn't feel like it will help my team.
I also figure as a bots MM I'm at least slightly better off than the sets with melee pets. -
Yeah I did not intend to imply that there is anything wrong with farming (baring the use of exploits anyway). It's simply a style of play that appeals to some and not others.
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I'll try and remember to take a closer look tonight but overall I would say you're focusing on the wrong things. You've got quite a few 4-slotted sets which is, generally, a poor choice for getting set bonuses. Ideally with an AR/Dev you want to try and build up recharge (for more Full Auto) and Ranged Defense (to keep you safe while hiding behind caltrops).
If you aren't going for set bonuses and simply want to slot IOs to boost individual powers (which is often referred to as Frankenslotting) you can do it cheaper and more effectively by using a mix of cheaper sets.
Finally (and this is a personal opinion, YMMV) Munitions Mastery is a poor choice for AR/Dev. I used it on my AR/Dev for a long time but eventually gave up and switched to Mu Mastery and the difference is amazing. Body Armor provides so little resistance that it's barely worth having. The rest of the set is ok but IMO the only power that is really useful and not available elsewhere is Surveillance. LRM is very cool but AR is so AoE heavy you don't really need it. Cryo Freeze Ray is useful, but other sets offer functionally identical powers (although the lack of redraw is nice). Sleep Grenade doesn't really synergize well with AR (due to all the AoEs), although it does work well with Devices if you want to do the sleep + time bomb combo. Personally I switched to Mu Mastery since the shield is significantly better and I could take an AoE immobilize which is always handy. Admittedly the loss of Surveillance does hurt since it helps counter AR's low ST damage (outside of Ingite) but I just turn of bosses and set the difficulty to more players since that's what I enjoy anyway. -
Just a heads up, since no one mentioned it. A lot of the teams running AE are farm teams, depending on your personal preferneces this may or may not appeal to you.
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So, I did the Apex TF on my Blaster for the first time last night and while I found it a lot of fun I couldn't help thinking how annoying the Battle Maiden fight would be on my Mastermind.
So, I am wondering have any Masterminds done he Apex TF and if so do they have any advice to offer on effective use of pets when fighting Battle Maiden? -
The other option is to build in S/L defense. A majority of melee attacks and a decent number of ranged attacks (especially from gun wielding groups) deal at least partly smashing or lethal damage so it protects against a more diverse array of attacks than simple ranged defense, with the downside being it provides no protection against ranged attacks that deal pure elemental damage or don't deal damage (i.e. certain ranged mez powers).
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Yes. It's been 50 merits ever since release (presumably so that you can buy an A-Merit with them if desired).
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I can't check your build right now but I suspect this is the cause of your problem. You are pairing Electric Blast which is somewhat low damage put offers potentially high mitigation (through sapping) with Electrical Manipulation a set that offers decent melee damage plus some sapping and then not Blapping.
Elec/Elec/Elec in particular is a combo that really works best as a Blapper. You've got several good Sapping tools that require you to be in close, strong melee attacks and Electrical Mastery similarly supports this by giving you two panic button powers.
Obviously you can play however you want but you are essentially playing against type which is probably why you find the character weak. -
I know they said that, but honestly it strikes me as a bit silly. If a patch releases something as major as a new Incarnate slot then in terms of testing and release impact it pretty much IS an issue.
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Yeah, I know and yet I've had it happen to me on multiple occasions, I'll get a nice Defender/Controller heavy team and then someone declares that we need more damage.
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Quote:Not a bad idea, but I think the price might need to be a bit higher. I'd say between 7.5million and 10million per IO. That discourages people from using it to pull out the really cheap stuff (which often goes in that price range).The devs have been looking for effective inf sinks, so make it a fixed price temp power available at the auction house. Set the price at something like 50 million per temp power, and each temp power will let you pull up to 10 enhancements. So, if you want to strip an entire character it will cost you upwards of 500 million, which is still cheaper than buying 5 respec recipes from the market, and isn't as much of a pain. (Anyone who has a character completely IOed out with stuff worth keeping should be able to afford it)
It wouldn't let you move slots around, but you could pull IOs you have slotted.
The devs get an effective inf sink, and the players get a way to move IOs off characters, everyone wins. -
Between respecs and leveling my MM to 50 I haven't even run the arc yet.
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I think it must be, I play on Virtue and ever seeing anyone complain about having a Stalker on the team. Heck, I've seen people complain about a team having "to many defenders/controllers" but never Stalkers.
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Quote:The actual hard caps for these values are pretty much irrelevant since a blaster can't hit them solo (it's 75% resistance and 175% defense). In general with Defense the goal is 45% since that is the point where most enemies will have the lowest possible chance to hit you (the "soft cap").1. I know there is a Defense and Resist Dam. cap for blasters. Do the incarnate abilities that "ignore" diminishing returns in some way raise that cap? Or, is that cap final and absolute? i.e. if I hit the cap with powers and regular IO sets, is it silly to make the Incarnates stuff anyway?
Incarnate boosts do not affect the hard cap but instead partially ignore the ED cap on powers. In the case of defense and resistance on Blasters this is of only moderate utility since they don't actually have many powers that buff this. As an example, assume you have a Blaster with Temp Invulnerability and Tough. These two powers give a total of 31.5% S/L resist un-enhanced. With ED capped enhancement you would get 49.14% S/L resistance. Now assume you add a Paragon Cardiac Boost (which haven't been released yet but bypass the most ED), that would take you up to about 53.65% S/L resistance. So about 4% resistance, it's moderately useful but in general the Alpha Slot won't really help Blasters much defensively. The main benefit of the Alpha Slot is enhancing powers that you have a lot of and that aren't quite at the ED cap.
Quote:2. I read the Defense Guide for blasters in the guide section, but am still confused as to how to hit that cap. What is the quickest way (without purples) for a blaster to hit the Def and/or Resist Dam cap? I am sure there are several "ways" but what are a few?
After that it's a matter of building up defense through IO slotting. Most builds start with a Steadfast Protection +3% defense IO and then go for useful sets with the desired bonus. Ranged defense blasters start with sets like Tunderstrike, Trap of the Hunter, Executioner's Contract and Blessing of the Zephyr depending on their powers. S/L Defense Blasters go for things like Kinetic Combat (the reason it's popular with Blappers), Obliteration, Reactive Armor, and Enfeebled Operation. At this point it becomes a question of priorities, ideally you want 45% to your chosen defense, the question is what are you willing to sacrifice to get there?
Here's a list of IO sets and their bonuses:
http://wiki.cohtitan.com/wiki/IO_Sets#Melee_Damage
Quote:3. Related to #2, Getting mezzed is a common thing for Blasters (as anybody who has leveled one can tell you) but what is the best way to avoid the attacks alltogether? I see several ways, through IO sets, to shorten the mezz (sleep, fear, etc) duration, but how can I max my defense to not get hit with them in the first place?