Adeon Hawkwood

Renowned
  • Posts

    6270
  • Joined

  1. Quote:
    Originally Posted by Fury_Flechette View Post
    Against stuff that has gobs of hitpoints (elite bosses or better), I will concede that it will make a meaningful contribution.

    Against your standard boss? You might fire off burst maybe four or five times during the fight, with a 20% chance that it fires off with every attack. That's great if it fires off the first or second time you attack, not so great it fires off later.

    And we're talking about AR/Dev here. Assuming a straight up fight where you didn't bother to draw the boss into a couple of mines (in which the fight would be over in a few follow up blasts anyway), you have to worry about keeping him at range with web grenade or perhaps keeping him mezzed with your stuns. Unlike a sword scrapper who can spam attacks largely at will, an AR/Dev blaster has to worry about applying web grenade, monitoring his health and perhaps even ducking around a corner to find some breathing room.

    Scrappers can put the proc to great use because they can stay toe to toe with the target and apply it consistently. An AR/Dev blaster wouldn't have the same luxury unless the target was mezzed.

    Note, I want to clarify that the proc *will* in some cases provide a good damage boost; however, my contention is that in most fights against boss critters, it won't make enough of a difference to notice.
    You make some very good points. Although I admit I ended up speccing out of Trip Mine . I like the power but given that it's completely useless in groups I ended up dropping it for Caltrops which are more generally useful. I've toyed with the idea of putting it back in (since it is a fun power) but there isn't really anything that I'm willing to drop.
  2. True, I've considered it before I just really like the animation for Cryo Freeze Ray
  3. I do have surveillance already (although it really needs to be better slotted) I was just debating the value of turning burst into a random debuff as well.

    I've considered respecing to take Taser the problem is that I already have two single target mezzes (Beanbag and Cryo Freeze Ray) which is sufficient for most situations and I consider Cryo Freeze Ray to be more useful overall than Taser (although as you noted the ability to stack with Beanbag is a plus for Taser)
  4. On an ITF with my Warshade one of the other players made a comment about fighting my cousins and I respond:
    "I know, I can't take them anywhere. I suggest a vaction to ancient Rome and what do they do? Take over the place!"
  5. What do people think of putting an Achilles' Heel Chance for Resistance Debuff Proc in Burst (from the AR set just in case you don't know)? My AR/Dev blaster has trouble soloing a lot of bosses in part due to the fact that my single target damage is rather weak. Since I tend to spam Burst a lot against bosses anyway I'm thinking that adding a bit of damage resistance debuff would help me there.

    -Adeon
  6. Quote:
    Originally Posted by Titan_III View Post
    Still a Tri-Form, but I spend a LOT more time in human form now, especially solo. On teams what form I take depends a LOT on team-makup.

    Honestly? A better way to answer your question would be that, before i13, I was actually a dual-form nova/dwarf and i13 is what made me a true tri-former.
    I tried making a tri-form WS but ran into the problem that there was little incentive to spend time in Human form aside from buffing. The power choices seem to suggest that human form is intended to be a mid-way point between Dwarf and Nova. Nova is powerful offensively, weak defensively; Dwarf is powerful defensively, weak offensively, Human is moderate for both offense and defense. In practice Human form seemed to offer little defensive advantage over Nova form and had weaker attacks (a situation made worse by a lack of slots).
  7. Quote:
    Originally Posted by Icelock_EU View Post
    According to the ingame power info (on an AR/Ice blaster atm, but shouldn't be different to a /Dev blaster) Trip Mine gives a bonus for 11.5 seconds while the Gun Drone bonus lasts for 13.5 seconds
    Yep I suspect that the confusion arises from the fact that the in-game buff icon for both of them lasts for the entire time the pet is up and lists the damage bonus as part of it. I'll admit to going through a phase where I thought that Trip Mine gave a 6 minute damage bonus before I read the full power text.
  8. You might try sonic. The base DPS is less than Archery but 50% of the damage is enery (which is resisted less than lethal) plus they stack -resistance debuffs with every attack.
  9. Also in addition to the Hamidon and and Mothership raids there are many, many taskforces. These are a series of normal missions with a fixed team so the team size is capped at 8 but they can be a lot of fun (just avoid Positron).
  10. I'm pretty sure it doesn't last the life of the pet for either Gun Drone or Trip Mine (that would be a pretty major bug) although I confess I have never actually checked it in the combat attributes window.
  11. I believe it applies to their attacks based on the observed performance of other procs in pets.
  12. Quote:
    Originally Posted by DechsKaison View Post
    I'm pretty sure repair doesn't take heal sets, but I know triage beacon takes the miracle/numina unique, and I actually already have a miracle (lvl 24 really lucky random roll). Currently I have it in health because I thought I needed it in an auto power to effect me. Maybe I will take aid other instead of repair...
    Just to clarify you don't need it in an auto power. But if you have it in a click power you have to use the power every 200 seconds to get the benefit.
  13. I shouldn't have read this thread. I was happy about making 120mil or so on common IOs until I read it .
  14. Adeon Hawkwood

    Dual Pistols

    Quote:
    Originally Posted by biff10426 View Post
    I've posted my concept for Dual Pistols a few times here and there before Going Rogue told us we were getting it. I'll put it up again and compare notes once it's released to see how close I got.

    Also included: /Munitions as sort of a pairing to go along with Pistols, a la Archery/TA
    I like the look of it and a new Natural/Tech style Blaster secondary would be nice. Although if they did something like that I'd love to have the options to use either an Assault Rifle or Pistols for /Munitions powers (although I realize that won't happen due to requiring twice as many animations). An AR/Munitions Blaster would be annoying if he kept having to switch between a rifle and pistols.
  15. Now that is cool. I'll probably end up respeccing once I hit 50 anyway (theres a few other places I want to tweak my build) when I do I think I'll switch Dark Mastery for Power Mastery. Plus it'll mean I can put Aim back into my build if I only take PBU and Temp Invulnerability from Power Mastery.
  16. Hmmmm.... I hadn't considered the effect of Power Boost on EMP Arrow. Does the defense buff bonus of Power Boost apply to defense debuffs as well?
  17. What APP do people recommend for a TA/A defender? I''ve taken Dark for now since Soul Drain sounds useful (based on my experiences with mire on my Warshade) but Dark Consumption feels like a wasted power and I'm uncomfortable with taking Opressive Gloom due to the health loss so I'm comtemplating switching it for Power Mastery.
  18. While I tend to agree that RoA is better than FA I think it's worth considering the fact that AR also has Flamethrower which I tend to think is more useful than Aim.
  19. I also encourage you to try Buckshot before discarding it. It's knockback is very useful, particularly in the low levels and the endurance cost is a lot lower than M60 grenade. Full Auto and Flamethrower are the primary damage dealers in the set so take them early and slot them well (as others have noted a little bit of +range helps a lot for flamethrower). Most of the powers are worth taking, the three that I consider marginal are:

    M60 Grenade: It's a good power but as the only non-cone AoE it is less useful, also it's endurance cost is high so you need to slot it for end red at lower levels.
    Sniper Rifle: It's very useful solo (especially at lower levels) but of limited utility in teams. I like it, but it isn't essential.
    Ignite: This power is to situational to allow me to warm to it but the damage is good if you don't mind that.
  20. I like it, I doubt we'll ever see it because implementing and balancing it would be a major challenge but it's still a great idea. The one I'd like for my AR/Dev blaster is this (probably overpowered but hey, it'd be fun). It's sort of the inverse of the Warshade's Stygian Return power, you rez and provide a buff to nearby allies when doing so.


    Once More Unto the Breach!

    Things look bleak, you have fallen in battle and your allies are being pushed back. Summoning your last reserves of strength you stagger back to your feet to lead your allies in one more desperate push. There must be at least one ally in range to use this power.

    Type: PBAoE
    Recharge: Very Very Very Long
    Ally Effect: +Damage, +Resistance (All)
    Self: Self Rez (+20% HP/End per ally in range)