Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Test_Rat View Post
    And Ice stays exactly where it is now
    You won't mind if I cut the range on all of your attacks in half, then.
  2. Quote:
    Originally Posted by Test_Rat View Post
    I didn't buy it, admittedly, I would have ended up pissing away my money.)

    (seriously, my mind is In the gutter when coming up with water blast combos.

    My buffed Dual pistols toon compared to my fast snipe rad is a sad sad thing.
    So what you meant was that after the changes there will be two kinds of ranged sets: dual pistols, and the ones that aren't dual pistols.

    Because I don't think Sonic is really hurting either. Ice is up in the air: it also doesn't have a snipe, but its getting 80 feet range for Bitter Ice Blast, and BiB's DPA is essentially identical to the average insta-snipe. That might be good enough.
  3. Quote:
    Originally Posted by Ultimus View Post
    What if Ki push gave a 10 second range boost?
    I've already suggested to Arbiter Hawk that sniper blasts grant a short duration range boost. Specifically to Blasters.
  4. Quote:
    Originally Posted by Cryosteel View Post
    Folks,

    Thank you so much for all of your helpful advice. Arcana, you sir are a forum GOD! I've read many of your posts since I've been back and always find them ingtelligent, well-informed and helpful.

    Please don't think I don't appreciate the advice you've already given, because I do, but I really just wanted to see some Ice/Ice/Cold builds to get an idea where to start. You have to realize, when I left the invention system was brand new, people were still fuming about ED, and I don't think sets or set bonuses even existed yet. Heck, I don't even know how many slots to put into particular powers anymore. For instance, when I left, a power with 1 useful enhancement type got three slots because ED made 4 a waste, but with sets and bonuses...well...I see people 6 slotting stamina? This is how dumb 5 years away makes you.
    How you build depends these days on what your goals are, and how much you're willing to spend. And influence is not hard to come by, so don't be frightened by the numbers. There are million inf simple builds with just a couple IOs, there are ten million frankenbuilds with mixes of inventions, hundred million IO builds where you are now trying to optimize your build but generally staying away from purple (very rare) inventions and some of the more pricey IOs, and billion+ builds where the sky is the limit.

    There's a couple of basic blaster strategies. KB protection is easy to buy with IOs, so blaster builds often tend to have at least one or two of those. A popular strategy is to build for 45% or more ranged defense and stay at range (aka 'ranged soft-capped" builds). These tend to use a lot of thunderstrike sets because of their ranged defense. And more recently they tend to use the archetype-specific IOs or ATIOs: the current blaster set has significant ranged defense if you six slot it. An alternative is to try to build for 45%+ to smashing, lethal, and energy (at least) which will make you less dependent on range; if you intend to mix it up in melee range this might be the better strategy. Why those three? Because combined they cover the widest amount of the most common attacks you'll likely face with the least amount of defense (smash, lethal, energy, and psi would be better, but also much more difficult for a blaster). If you are Ice/Ice/Cold you already have a smash/lethal defense toggle (frozen armor) so going s/l/e defense might be the better choice.

    Don't bother with Hoarfrost. The blaster health cap is too low. You're better off getting the health accolades and building a few +MaxHealth invention bonuses into your build. My energy/energy/force blaster is basically health capped with no power like hoarfrost at all, so its not hard.

    Try to build your build to leverage Ice Bolt and Ice Blast. Always take both. With the current version of Blaster Defiance, you can use both attacks (and chilblain) when you are held.

    I'll try to whip up an Ice/Ice build in Mids later today; I was busy last night testing blaster builds on beta.
  5. Quote:
    Originally Posted by Test_Rat View Post
    The snipe and nuke changes are asymmetric, and infuriating.
    I hope they change drastically before hitting live or there is going to be two types of ranges blast toons:

    Those with snipes, and the crap sets without them.
    Yeah, because Water Blast really sucks right now.
  6. Quote:
    Originally Posted by MajorDecoy View Post
    Indeed, Ki Push is awesome. It makes me wish Ranged Attack sets came with more +range bonuses. And it makes me which Power Push was like that, instead of just knock-back.
    MC could really use boost range. Ki Push can shove things right out of blaster range, and so fast it can almost outrace some blast projectile speeds.

    My best one so far I bounced a critter off a truck, then onto a fence, then down the side of the fence, then flipped up and over another critter, and then into a tree.
  7. Quote:
    Originally Posted by dugfromthearth View Post
    to emphasize - those change Arcanaville mentioned are on the test server, not the live server
    To be specific, they are on the Beta server. City of Heroes now has three server "clusters" - the live servers, the test server, and the two beta servers. Live is live. Test is test - its a server players can use to test stuff, and patches for the live game are usually tested there first. Beta is generally used specifically to test new issues or major updates to the current issue, or things like new powersets.

    Issue 24 is currently being tested on the Beta server cluster. It is not on live, and it is not on test.
  8. Quote:
    Originally Posted by Hopeling View Post
    Also, you seem to be assuming that NPC mez is usually mag 3, like player mez is, but IIRC this is not actually the case. Mag 2 will protect you from a fair number of things; it's not totally worthless below 3 stacks.
    Holds are almost always mag 3. But other mez like stuns and sleeps are sometimes mag 2. I'm not entirely certain why this is, although I suspect an informal rule at one time was critter rank should influence critter mez: minions deal mag 2, Lts mag 3, etc. Hold is rare for a minion to possess, but everything and their dog is packing stun.
  9. Quote:
    Originally Posted by ryu_planeswalker View Post
    I am still wary on the Resistance Changes, with the ability to only get a set five times I do not think it is going to be easy to stack resistance with the same ease you can defense. Also the mes resistance is still unable to stack to a point of being useful. Incipiently A brute can get 7.5% mez resistance 3 times from the first Brute ATO.
    Whatever you think about the changes, I think the one thing you can't say is that they are trivial.
  10. Quote:
    Originally Posted by Ultimus View Post
    Bingo.
    That's a one-dimensional way of looking at things, though. If a hypothetical SR tanker or scrapper managed to get huge resistances to everything (especially psi) it would be Fiery Embrace vs 95% DDR. That's not an automatic win for Fiery Aura, and that's also another thing you can't really buy from the invention system. You can rent it from the incarnate system, but not all of it and only part of the time. And while the Fiery Aura tanker was doing that, the SR tanker would be spamming Rebirth and neutralizing much of the advantage of Healing Flames.

    Actually, high on my TODO list is to figure out what the scaling resistance invention does, so I can see how it would stack on SR. That should be interesting.
  11. Quote:
    Originally Posted by Trepedate View Post
    I made this build specifically to stack recharge and ended up with 117.5% global recharge. If anyone has any suggestions to make the recharge higher, or keep the recharge above 105% while improving other stats, please feel free to offer them.
    Conserve Power is Energize in I24, and I'm planning on slotting five Panaceas in there, which will be 7.5% more global recharge. You could also do the same thing to Health.

    If you can steal slots from somewhere, you should consider at least five-slotting both Blaster ATIO sets into two different attacks. Each offers 7.5% recharge buff, and if you can catalyze the sets that rises to +10% recharge. That's +20% recharge. Those sets offer better bonuses than, say, crushing impact or decimation, and are stronger slotting also. If you can six-slot them you'll get significant defense bonuses as well.
  12. Quote:
    Originally Posted by Cryosteel View Post
    Hello folks,

    Just came back after a long time away (new job, family, stuff) and I have no idea what to do with my main's build. He's Ice/Ice/Cold but he's specc'd pre-Architect so...Can anyone post a decent, reltively cheap build that gets the best dmg and def for the buck. I'm not a serious type player, I just want something to work with.

    Thanks
    Well, its funny you should ask that. Today just happens to be the first day of beta test for Issue 24. Issue 24 has, shall we say, somewhat dramatic changes in it, particularly for blasters although many of the changes affect lots of things.

    Here's the quick summary of changes that might be noteworthy to your blaster:

    1. All blaster secondaries are getting something called a "sustain" power. Its a power that either has powerful regeneration, or a new effect called Absorb which is like ablative armor. Ice Manipulation is getting chilling embrace buffed so it has +recovery and absorb shields. Oh, and its radius is increasing from 10 feet to 30 feet.

    2. You don't have a snipe, but I should mention all ranged attack snipes are being changed so that if you have a net +22% tohit or higher at that moment, the snipe "fastcasts" where it no longer interrupts and fires immediately, basically betwen one and one and a half seconds, more or less. Its being referred to as "insta-cast" by some.

    3. The short ranged 40 foot blasts are getting their range increased to 80 feet. In particular this includes Bitter Ice Blast which used to be 50 feet.

    4. All mez resist invention buffs in the invention system are being increased *and* actual damage resistances are being added to them, plus all damage resist bonuses are increasing. Basically, it is much easier to build for resistance with inventions now.

    5. Many power pools are getting a fifth power, and those are pretty interesting. Also, there's a new power pool for purchase in the Paragon Store called "Sorcery" which has various attacks and ally buffs.

    Which reminds me: if you've been gone a long time, you may not know City of Heroes is now a hybrid free to play model: you can play without subscribing and you get a subset of the game, or you can still subscribe like normal and get all of the game. Except for stuff they sell in the Paragon Store, which you access from within the game client. They sell things like new powersets in there, among other things.

    6. Crashing nukes don't crash anymore. This includes Blizzard. Blizzard's base recharge has dropped from 360 seconds to 170 seconds and its damage reduced to about 83% of the original damage. Its end cost has increased to 27.72 end, but as I said it doesn't end-crash in I24.


    There's a ton of other stuff, but enough has changed (or will change: this is just the first day of beta) that build advice will probably be a bit dated and evolving over the next month. I'd recommend play it as it is now, and aim for catching up in I24 unless you're in a big hurry, because the options for building blasters will be a lot better in I24.


    Edit: I should also mention that as a VIP subscriber which your orange name seems to indicate, you are entitled to access the beta server and check out I24. You can also copy live characters from the live servers to the beta server to see how they perform under I24 or to test respecs. The character copy tool is accessed from the forums here: http://boards.cityofheroes.com/charactercopy.php
  13. Quote:
    Originally Posted by Ultimus View Post
    You underestimate the power of healing flames and the fact that Fire has Fiery Embrace which can never be replicated in power creep or IO's.
    How does possession of Fiery Embrace assist a powerset in benefiting from resistance bonus buffs?
  14. Quote:
    Originally Posted by Ultimus View Post
    I think Fiery Aura will be the beneficiary of this buff. It was something I anticipated years ago.
    I think Electric Armor will benefit more, but I need to look at the numbers more carefully.
  15. Quote:
    Originally Posted by Ultimus View Post
    Just wait till you see how the Battallion will shred us Arcana.
    Its fine if the Battalion is a stonger foe than what we have now. They should be, to be an appropriate challenge for incarnates that lasts more than one issue. The problem is more the lower non-incarnate game where the gap between invention and non-invention builds is getting huge, and a problem with powerset saturation where regardless of how powerful the enemies are, specific advantages different sets are supposed to have over other sets are being saturated away by the huge power in the invention system and incarnate power trees.

    There's still a difference between a Regen, an Invuln, and an SR, no matter how much power you infuse them with in inventions and incarnate powers. But that difference is getting smaller all the time, and that's not a good thing at all. When power starts to escalate, homogenization is very easy to induce and extremely difficult to reverse.
  16. Quote:
    Originally Posted by Jack_NoMind View Post
    I do not know the individuals involved, but that doesn't seem in line with other games. It seems more likely the melee archetypes would have been Tankers and Blasters.
    Blasters were never going to be a melee archetype. They are the primary ranged damage dealer in the game.

    The thought process Jack had at the beginning of time (or at least the beginning of 2003) at least as he documented it in his dev diaries was that first he thought it was obvious that a melee/defense archetype should exist, and then he decided that some focused on offense with some defense and some focused on defense and had some offense. But that "focus" should have always been a player build decision, not an archetype boundary. Because he (and the other developers presumably) arbitrarily decided that you could focus on range or melee/utility and still be a blaster, you could focus on control or support and still be a controller, but whether you focused on melee offense or defense determined if you were a scrapper or tanker, we have the melee proliferation we have today.

    That one conceptual error, and it was an unforced error, created a lot of problems.
  17. Quote:
    Originally Posted by Cyber_naut View Post
    This reminds me of when the forum was flipping out and claiming the sky was falling when the devs reworked attack animations on katana...
    It reminds me of what I said in I9 beta that there was too much defense in the invention system and it would trivialize defense sets and cause a runaway defense stacking arms race and then the devs would eventually be forced to make critters with defense counters just to counterbalance that and then moderate defense sets would get caught in the crossfire and disemboweled.

    If I had said back then "and then Cryptic would sell out to NCSoft and spin off a dev group called Paragon Studios that would hire a developer that would pick the red name Synapse that would eventually become the powers team lead and decide to flirt with the same problem with resistance buffs" I would have only been slightly more accurate.
  18. Quote:
    Originally Posted by Paladin View Post
    Maybe it's from playing too much Mass Effect 3, but now I imagine Synapse speaks with Martin Sheen's voice. That's the kind of epic but subtle clue fitting a world changing mastermind, only to be fully understood far down the line.
    Even though I know what he sounds like, when I read a PM from Synapse I often hear his voice in my head sounding like Vincent D'onofrio:



    No, not that Vincent D'Onofrio (not usually), this Vincent D'Onofrio:



    See, I think your idea has a lot of merit. If we just change most of the numbers and all of the mechanics, your idea could really work.



    In my head Arbiter Hawk sounds like Robert Loggia:



    I gave Blasters a crap load of regen: what'r you gonna to do about it, huh? Huh??
  19. Quote:
    Originally Posted by Errant View Post
    Yeah, but if you're going to drink bad, imported Mexican beer, why Corona?

    I don't drink BIMB often, but when I do, I drink Dos Equis...
    That's interesting.
  20. Quote:
    Originally Posted by Another_Fan View Post
    No not all the time, just something that is available enough that it prevents a good fraction of the time a blaster spends mezzed. Just using the water jet example the absolute fastest you could get mag 3 protection and assuming that the proc is one that will be increased 3.75 PPM and you get a full 40% chance to proc, you have a 6.4% chance to have mag 3 protection after 10 seconds (absolute best case) a 26% chance after 15 seconds. It gets better as you go out to the full 30 seconds. The problem with this is at any point along the chain if you get mezzed prior to having stacked sufficient protection your chance of getting it is 0.

    I have been trying to decide where to put the proc and the best I could come up with is the t2 blast, or the t9 nukes. The fact that it is a full 30 seconds makes it more attractive and will certainly make blasters a little better to play but the AT will still be praying to the rng.
    Well, I play SR so I'm always either praying to the RNG or swearing at it. Anyway, beta is up, theory can wait. You really want to play around with Ki Push before someone realizes its probably a tiny bit bugged.
  21. Quote:
    Originally Posted by Errant View Post
    *sigh* Someone doesn't play Magic...

    Karona, False God
    I know who he is. He's still going to lose to Corona in the forum title poll by at least twenty percentage points.
  22. Arbiter Hawk: I would like my MC attack chain to be five copies of Ki Push, please. Thank you.
  23. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Well I don't know about you but personally I never meta game I didn't like.
  24. Quote:
    Originally Posted by Ultimus View Post
    Well then I attribute it to my mnemonics studies. I use things like the linking system, peg system (Like counting cards), Loci, etc.

    They are real things.
    I remember the complete implementation of the first enterprise integration project I ever did, twenty years ago, including the IP addresses (the firewall was at 10.12.16.84 and the DMZ segment was 192.168.17.X, for example).

    Not sure which side of the building I parked on today. Ergo: Mids.
  25. Quote:
    Originally Posted by dugfromthearth View Post
    I assume the issue with absorb is that it can go up to 100

    defense soft caps so they have a 5% chance to hit you
    resistance caps at 90% for tankers and brutes

    but if you have 90% resistance and absorb takes up the remaining 10% you take no damage.

    And resistance and absorb are constant. Characters with absorb will be able to stand in certain groups of enemies and take 0 effective damage.
    Its a bit like regen in that regard: high enough regen can erase *all* damage. Regen's weakness is that you have to take the damage first.

    A weakness Absorb does not have.