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My regen its an katana/regen, with tough and weave, and if i miss that sapper, i still die. No end = no toggles. Doesnt matter what you have backing it up. You miss, you die.
i said /fire/fire meaing the primary is basically open for debate. maybe */fire/fire would've been more clear.
A blaster isnt always mez'ed, and even when they are, thier t1 and t2 attacks are still available, and while both may be single target blasts, they are both ranged, and both can hit really hard, even at lower levels.
Cascading defense failure happens to anything without DDR, its not just a blaster specific thing.
lets just see how many 'targeted AoE' attacks a scrapper has compared to a blaster. By targeted, i mean ranged, not PBAoE, as in attacks you can use without having to close into melee.
going down to the list you got shockwave, lightning rod, throw spines, and shield charge. Thats it, 4 AoE attacks in all of the scrapper primary, and secondary powersets that don't require melee range.
A blaster, going off the same thing has Fistful of arrows, Explosive arrow, Rain of Arrows, trip mine (debatable really), M30 grenade, flamethrower, full auto, Empty clips, Bullet rain, Piercing Rounds (again, debatable), Ball lightning, Thunderous Blast, Energy torrent, Explosive blast, Fireball, Rain of Fire, Fire Breath, Frost Breath, Ice Storm, Blizzard, Psionic Tornadoa, Electron Haze, Neutron Bomb, Howl, Shockwave, and Siren's Song. Thats 26 different Targeted AoE powers, usable at range, that a blaster has access to.
Taking your example for throw spines, Fire breath is able equal to it. Throw spines does 100 damage, unslotted, every 12 seconds, with a 1.63 cast time, costing 13 end, at 30ft range with a 90 degree arc.
Fire breath does 109.8 damage, every 16 seconds, with a 2.67 cast time, costing 15.2 end, at 40ft with a 30 degree arc.
Throw spines is also a level 32 attack, where fire breath is a level 8 attack. -
Quote:Cold is the red-headed step child of storm and FF. It may do what power sets can do, but it really doesn't need a nerf to put it in line with either one of those.The more I read the more I wonder if Cold doesn't just need a nerf to slap it back into line. The other obvious set to compare it to (IMO more obvious than FF) is Storm Summoning, and it doesn't make that set look too hot either.
Storm is just fine the way it is. Its all about controlled chaos, and storm does that really well.
Force field on the other hand, is really just a 1 trick pony. The times KB would matter more then just slowing the mob to a crawl is few and far between. a KB'ed mob can still fire off attacks, I've seen it happen before, they get up, fire, fall back down. a slowed down mob, just can't recharge it fast enough.
While force bubble is about 150% better then repulsion field, both of them cost ALOT of endurance to run effectively, and FF has no means to get any extra end back, aside from relying on something to help with the blue bar. Cold has a massive end drain, and a massive recovery boost power, that can be up about every spawn, and in some cases even replace stamina in some builds.
Force Field needs a buff, some form of defense debuff resistance atlest. Throw it into dispersion bubble, so its better then the Force Field Generator from traps, as that really puts dispersion bubble to shame. No needs to adjust the numbers, just put like a enhanceable 20% defense debuff resistance value on it, with 3 or so def IOs you looking at like 30% maybe 40% DDR? thats still less then a /shield gets, and would help alot in situations where Defense debuff can cause cascading failures. -
Quote:FF you get nothing but knockback, knockdown, and repel.General question...
Cold Doms: You use frost shields and Frostworks on a soft-capped, HP capped tank, let's say perma-DPed Invuln. What benefit does he get?
FFers: You use bubbles on a soft-capped, HP capped tank, let's say perma-DPed Invuln. What benefit does he get?
Both instances: You don't know he's soft and HP capped since you haven't asked and he hasn't said, so no saying "but I wouldn't buff him".
Cold, you still get the debuffs/buffs.
Knockback, Knockdown, and repel will, in most cases, just annoy the hell out of your teammates. Seriously, if your using force bubble to negate an ambush, your doing something wrong, and probably pissing off about 2/3rds of your team doing it. Force bolt, while it may have its uses, and cause alot more problems then it solves. Cave map, force bolt that big nasty away from the squishy, and it lands in another group, congrats, you just aggro'ed a second group for really no other reason then you wanted to watch rag doll effects.
The resistance you get from cold, is still AoE. Which unless you have everyone popping oranges, you just can't get from FF.
The limitless endurance from heat loss allows everything to keep going nonstop, which you just can't get from FF.
Detention field, again, has situational uses (STF comes to mind) but outside of that one, or two instances where it'll be useful, it just slows groups down as your having to wait for it to drop before you can pound on the thing you just detentioned. -
even with stacked defense, you still have a 5% chance to get hit. No matter what you do. And against some mobs, that chances can go as high as 7.5%. No matter what you do.
So, lets assume for a minute, your softcapped to everything, due to a FF.
Somehow, 3 groups are aggro'ed. They all pull out guns, and start firing. ok, so full team, 3 groups, thats what? about 35 mobs, give or take? at a 5% chance to hit, about 2 of said mobs are going to land a hit on you. Well, once that happens, you just went from the softcap, to quite abit below it, and thus, the next recharge cycle, your down again.
This has been mathematically proven time and time again, Defense, with no defense debuff resistance is not a matter of 'if' it fails, its a matter of 'when', cuz all it really takes is 1 attack with any shred of -def hitting and your done. Romans are prime examples, as are longbow, as are Rularuu. 1 hit, and all your defense is completely shattered. And then what do you have?
Now take that same above example, but replace FF with cold. So, your defense is gone, cascading failure as kicked in, and your no longer able to rely on your softcap. What else do you have? Oh, look, you have capped hitpoints, so you can take quite a few more hits then you could if you didn't have that. Also, you have resistance to some of those damage types, so your taking less damage as well. Oh, the cold benumbs the AoE happy boss, well now everyone is taking less damage. And heat loss, enemy has no end, your end is capped, and the debuffs go away, thus allowing you to steamroll at your own will.
5% to 7.5% chances to hit, even when softcapped (or above for that matter) can really add up in a steamroll team, and when it does, you need some way to prevent it from equating into a team wipe. FF does not have those options. Cold does. -
I'd so glad you even looked at that build, as most of the IOs there, are pretty darn cheap, and wouldn't go away due to mez's. Plus you've still don't seem to get that blasters can take out mez mobs pretty quickly, their AoE powers have a much bigger radius then scrapper powers, and I don't know about you, but my regen scrapper, needs inspirations in order to tackle the things he does. As does my brute. I can't just pop reds and things magically die.
1 sapper and my regen scrapper melts. Serious, i miss that hit, or don't get to him fast enough, and i'm a dead scrapper. My endurance is gone, and i'm instantly perma held (as no endurance means no toggles)
Same for my brute. And psy powers tear him up as well.
My blasters on the other hand have a much easier time with both malta, and any psy damaging mobs. A simple snipe (which you have just mentioned) and that sapper is gone. Some well places AoEs, or a rain power, and those psy damaging mobs are scattered, or dead.
Tell me, if all you do is pop reds, how do you deal with the end crash (and sometimes even HP crash) of nearly all the t9 defensive powers? Yes, Strength of will, One with the shield, and granite armor don't have crashes, and Rise of the Phoenix and the dark rez are merely just self rez powers, but what about everything else?
And lets take some of those into account here. Fire armor, who just recently got a decent buff. It has Blazing aura, burn, fire shield, rise of the phoenix, all powers a /fire/fire blaster can get, plus that same blaster has higher damaging (due to increased radius) AoE, and easier time with hard to deal with mobs. -
ill go 465,789,567 (or there abouts) Basilisks, even with low ball bids aren't too cheap, nor are they common.
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Quote:Sorry, i just have to quote, this and really prove just how wrong you really are.
Blaster will always sacrifice a lot of damage to get a fraction of the mitigation any other AT takes for granted.
Take any blaster combination, but for fun, lets roll a AR/dev. No Build up, no aim, decent AoE, but generally a slow secondary, and really no melee attacks either. some say this is the worst blaster combination. So, lets just work with this.
You grab hover. and use it effectively. You have now giving yourself above 99.9% reduction to all melee damage. i say 99.9% because it is sometimes possible to not be able to hover high enough to avoid the attacks, but you have basically negated pretty much all the melee attacks that can be used against you, and you have not suffered anytime for it.
Post level 40, and you can take some holds, or an AoE sleep grenade, or some defense, or some resistance, and those are in your epic power pool, that again, anyone can take. Heck, here's a sample build, of a electric blast/energy melee with capped lethal/smash defense.
Hero Plan by Mids' Hero Designer 1.803
http://www.cohplanner.com/
Level 50 Natural Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Energy Manipulation
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Cold Mastery
Hero Profile:
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Level 1: Charged Bolts Empty(A)
Level 1: Power Thrust Empty(A)
Level 2: Lightning Bolt Empty(A)
Level 4: Ball Lightning Empty(A)
Level 6: Energy Punch KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), Acc-I(9)
Level 8: Build Up Empty(A), Empty(15)
Level 10: Bone Smasher KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(13), Acc-I(13)
Level 12: Short Circuit Empty(A)
Level 14: Aim Empty(A)
Level 16: Combat Jumping LkGmblr-Rchg+(A)
Level 18: Tesla Cage Empty(A)
Level 20: Super Jump Zephyr-Travel(A), Zephyr-Travel/EndRdx(21), Zephyr-ResKB(21)
Level 22: Hasten RechRdx-I(A), RechRdx-I(23), RechRdx-I(23)
Level 24: Zapp Empty(A)
Level 26: Voltaic Sentinel Empty(A)
Level 28: Power Boost RechRdx-I(A), RechRdx-I(29), RechRdx-I(29)
Level 30: Conserve Power RechRdx-I(A), RechRdx-I(31)
Level 32: Thunderous Blast Empty(A)
Level 35: Boost Range RechRdx-I(A)
Level 38: Total Focus KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39), Acc-I(40)
Level 41: Flash Freeze LgcRps-Acc/Rchg(A), LgcRps-EndRdx/Sleep(42), LgcRps-Acc/EndRdx(42), LgcRps-Acc/Sleep/Rchg(42)
Level 44: Frozen Armor RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(45), RedFtn-EndRdx/Rchg(45), RedFtn-Def/EndRdx/Rchg(45), RedFtn-Def(46)
Level 47: Hoarfrost S'fstPrt-ResDam/Def+(A), Numna-EndRdx/Rchg(48), Numna-Heal/Rchg(48), Numna-Heal/EndRdx/Rchg(48)
Level 49: Snow Storm CtlSpd-Acc/Slow(A), CtlSpd-Dmg/Slow(50), CtlSpd-Acc/EndRdx(50), CtlSpd-EndRdx/Rchg/Slow(50)
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Level 1: Brawl Empty(A)
Level 1: Sprint Empty(A)
Level 2: Rest Empty(A)
Level 1: Defiance
Level 4: Ninja Run
Level 1: Swift Empty(A)
Level 1: Hurdle Empty(A)
Level 1: Health Empty(A)
Level 1: Stamina Empty(A)
Thats with power boost active mind you, which without any other slotting is still about half the time. when you don't have power boost up, just pop a purple, and your effectively at the softcap, plus you have about 41-ish slots available to throw into your attacks, and you didn't give up anything to do it. -
Sets that give Defense as a form of a buff in one way or another:
Traps -> FFG (AoE Defense, mez protection, 5 minute timer)
FF -> Both single target, and AoE defense, plus mez protection
Cold -> Single target and AoE defense + resistance
Emp -> Fortitude, single target, put perma-able on about half a team, more so when slotted for all out recharge.
Dark -> AoE defense + resistance
Storm -> AoE Defense + resistance
Sets that offere -tohit (equates to +def) in the form of a debuff in one form or another
Rad -> Toggle, AoE 15ft radius, has an anchor
Traps -> Drones pet, alpha soakers + 5ft radius explosion
Trick arrow -> Flash arrow, easily perma, and has -perception
Dark -> Toggle, AoE 25ft radius, has an anchor. plus the heal, plus the fear, plus the pet
I think that about covers it, i could've missed a few things, like basically all of dark melee, or dark blast, but ya get the picture.
There are plenty of ways to get +def in this game, be it from buffs, or debuffs.
FF is really just a 1 trick pony that, once faced with defense debuffs, really started to falter, very quickly.
Cold has +hps, which can be perma on 2 allys right out of the box, and will cap even a mastermind's hitpoints, thus doubling their survival. Cold also has +recovery, and -res, which allows you to not just attack/buff/debuff more often (limitless endurance) but increases your damage by a large amount. the -dmg in cold seconds as a +res buff, as those are pretty much interchangeable, so once those defense debuffs start flying, your actually be taking less damage from them.
So, yeah, cold > FF in basically every situation possible. -
Hey guys,
So, while i was bored at work today, i thought up a energy/energy/energy brute build, and ran home to put it together. This the the end result. Now, before i post it, i wanted to let you know the guidelines i wanted.
I don't want ET, TF or stun. I'm not a huge fan of ET or TF on anything but a stalker, as i don't like being stuck in an animation, in melee, getting pounding on, just to have it miss, and i get cement.
i want my attack chain to pretty much be this while hasten is up. If you can manage it while hasten is down, it would be awesome:
Energy punch -> Barrage -> Energy punch -> bonesmasher
I'd like to have everything in energy aura. This is mainly due to the fact i've never messed around with the powerset before, and due to the fact i'll have plenty of extra power picks.
I definitely want the fighting pool, hasten, and combat jumping/super jump to get around. I don't think i want focused accuracy, but i might need it in order to hit 95% on +2 mobs. With conserve power, and energy drain i think physical perfection would be overkill.
I'd also like it softcapped to atlest lethal/smash/fire/cold/energy. neg would be nice, but i think energy drain plus inspirations will cover me against that, psy, and toxic.
I also don't want to use any purples, or PvP IOs. LoTGs/miracles/numinas are all ok, as merits can easily buy those, but i don't really want to have to purchase more purple slots for a small profit margin.
Here's the build i came up with. It does basically everything i want, but i'm thinking there might be more i could get out of it.
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Totally in Focus: Level 50 Technology Brute
Primary Power Set: Energy Melee
Secondary Power Set: Energy Aura
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Energy Mastery
Villain Profile:
Level 1: Barrage -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(25), KntkC'bat-Dmg/EndRdx/Rchg(40)
Level 1: Kinetic Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx/Rchg(3), RedFtn-Def(5), RedFtn-EndRdx(5)
Level 2: Energy Punch -- C'ngImp-Acc/Dmg(A), RechRdx-I(21), C'ngImp-Dmg/Rchg(23), C'ngImp-Acc/Dmg/Rchg(37), C'ngImp-Acc/Dmg/EndRdx(40), C'ngImp-Dmg/EndRdx/Rchg(40)
Level 4: Bone Smasher -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(11), Mako-Acc/EndRdx/Rchg(46), Mako-Acc/Dmg/EndRdx/Rchg(46)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(7), GSFC-ToHit/Rchg/EndRdx(7), GSFC-Rchg/EndRdx(9), GSFC-ToHit/EndRdx(9), GSFC-Build%(11)
Level 8: Combat Jumping -- LkGmblr-Rchg+(A)
Level 10: Entropy Shield -- EndRdx-I(A)
Level 12: Power Shield -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(13), RedFtn-Def(15), RedFtn-EndRdx(15)
Level 14: Super Jump -- Winter-ResSlow(A)
Level 16: Whirling Hands -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(43), Sciroc-Acc/Rchg(43), Sciroc-Acc/Dmg/EndRdx(45), Sciroc-Dam%(45)
Level 18: Dampening Field -- TtmC'tng-ResDam/EndRdx(A), TtmC'tng-ResDam/Rchg(19), TtmC'tng-ResDam(19)
Level 20: Energy Cloak -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(21), RedFtn-EndRdx/Rchg(25), RedFtn-Def(36), RedFtn-EndRdx(37)
Level 22: Energy Protection -- S'fstPrt-ResDam/Def+(A)
Level 24: Boxing -- Mako-Acc/Dmg/EndRdx/Rchg(A)
Level 26: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(27), RctvArm-ResDam(27), RctvArm-EndRdx(29)
Level 28: Energy Drain -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(29), P'Shift-EndMod/Acc/Rchg(31), Numna-Heal(31), Numna-Heal/Rchg(31), Numna-Heal/EndRdx/Rchg(33)
Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-EndRdx/Rchg(33), RedFtn-Def(34), RedFtn-EndRdx(34)
Level 32: Hasten -- RechRdx-I(A), RechRdx-I(34), RechRdx-I(36)
Level 35: Conserve Power -- RechRdx-I(A), RechRdx-I(36)
Level 38: Overload -- LkGmblr-Def/Rchg(A), LkGmblr-EndRdx/Rchg(39), LkGmblr-Def/EndRdx/Rchg(39), LkGmblr-Rchg+(39)
Level 41: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(42), Mocking-Taunt/Rchg/Rng(42), Mocking-Taunt/Rng(42), Mocking-Rchg(43), Mocking-Acc/Rchg(45)
Level 44: Superior Conditioning -- Efficacy-EndMod(A), Efficacy-EndMod/Acc(46)
Level 47: Laser Beam Eyes -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(48), Thundr-Acc/Dmg/EndRdx(48), Thundr-Dmg/EndRdx/Rchg(48)
Level 49: Energy Torrent -- Posi-Acc/Dmg(A), Posi-Acc/Dmg/EndRdx(50), Posi-Dmg/EndRdx(50), Posi-Dmg/Rchg(50)
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Level 1: Brawl -- Acc-I(A)
Level 1: Sprint -- EndRdx-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Fury
Level 1: Ninja Run
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(17)
Level 1: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(17), P'Shift-EndMod(37)
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From whats been hinted at (ITF has some hints, as does the two new arcs that became available, i think it was i17, with the doppleganger missions) the coming storm is tied to not just shivans, but also praetoria. Look around, there hints everything, and be sure to read all the clues/mission dialog that you can.
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Could just be your not quite used to them yet.
Romans are pretty make or break, and if a few lucky hits get through, no matter what AT, your going to drop. Are you doing the usual, kill the healers, kill the fire patch roman, then focus AoEs on the boss/LT types are those hit the hardest? -
Are they normal spawns, or special case spawns? Like, in just normal missions you'll run across the girlfriend from hell? I noticed the enemies on paragonwiki, but there isn't much info on them.
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Hey guys,
Does anyone have a list of all the newer enemies that were added to the old enemy groups with issue 18? I've heard of Super Stunners (freakshow), and Diseased Adominations (vahzilok) but what else were added, and how do they affect the difficulty of these 'old' enemy groups? -
only other things would be pets from missions, or possibly you confusing someone using temp powers (nectar comes to mind..)
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I have a couple that work like that.
My Earth/rad controller is actually an angry volcano spirit goddess, so all her earth powers are recolored to look like lava/molten earth, and her rad powers are very dark greens/blacks to look like radiation from melting said earth over and over again (radioactive elements mainly)
i have a ice/kin melee tanker whose a water bender. Since the original Avatar the last airbender came out on nikelodeon i've wanted one, and with kin melee recolored a light light blue, it looks like 'water blasts' instead of kinetic energy.
My fire/fire/fire dom is name saked after my girlfriend. All her 'fire' powers were selected by my girlfriend, and are explained by her fiery temper.
my fire/fire/fire mage blaster is based off a very old DnD mage i made, who was so very sucidial wild mage who used to command over a city, and would routinely fireball it so the citizens would stay in line. Needless to say his fire attacks are all recolored varies colors to explain the 'wild magic' he wields. -
Its not my build, its a friends, and she's not a huge fan of weave for whatever reason, plus i wanted to see if it was possible to pull off, softcapped, without weave, with as much recharge as possible...
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I'm not very good at calculating EPS on attack chain, but i think iggy's build + the numina swap will work out.
recovery = 3.45EPS
drain from toggles = .79EPS
remaining EPS = 2.66 EPS
Attack chain = 14.23 end,
rech of attack chain = 5.88 seconds
EPS of attack chain = 2.42 EPS
Now, thats not taking into account practiced brawler draining 10 end every 60 or so seconds, or hasten draining 1o end when it crashed, or the +end proc in stamina.. So... i think we did it? -
If you pull that slot outta hasten, you dont have perma hasten anymore, so it may throw off the recharge on followup.. yeah, hasten will be down for about 8 seconds, during which follow up gains about .6 seconds recharge, throwing off the chain by about a full second..
Hmm.. Taking iggy's and instead of swapping the slot outta hasten, dropping the numina's proc in health, and moving that to agile seems to work. Now to see if its end manageable.. -
I played blasters back with the old defiance, that required you to live on the edge of your seat, and if you died, well, you just weren't blasting enough. I actually miss that, because it required you to budget between your green bar, and you defiance bar. I loved hitting a BF, having that gunslinger pop me down to 5% hps, and then hitting blaze and finishing him off with a massive big hitter. That was the reason i played blasters. Its not as simple as 'run up to the mob, beat his face in, and pray he doesnt hit you back' there's much more required to it, and thats why i have more blasters then any other AT.
I have had zero problems leveling my blaster from 1 to 50, solo. and i up the difficulty as soon as i can to 0/2/bosses, and just go. If that becomes to easy, i up it again, which is usually around the SO range.
I have a 50 of basically all the ATs, and i've actually found blasters to be the easiest at leveling. They are their AoEs much sooner, most are targeted AoE, and not cones, so it requires very little aiming, just click and boom. Yeah, it may require inspiration, but have you tried leveling up a /regen scrapper recently? or a invuln? good luck taking on 3 or more mobs in melee before SOs, and even once you get 32 and get your big attacks, mobs still hurt ALOT.
A blasters trick is to keep things at range, as most melee attacks hit MUCH harder then ranged attacks. This could be as simple as hover blasting, or just 'move away from the mob' You know need direct Line of sight to throw off that fireball, or bullet rain, you just need the range, and at 80ft, you got alot of ground for the enemy to cover before they can start smacking you in the face.
Yeah, some ranged bosses can be difficult, talking the previous example of gunslingers, but if your quick enough on your feet, even those are easy.
I find defenders and controllers to be much harder to solo then blasters, due to part to damage vs time, and just sheer durability. again though, your mileage may vary, but that doesn't require yet another buff to the blaster class. -
Ah, hmm.. thats interesting. Definately hope to be able to play with it some some i19. so many new changes, it'll gives us so much more power..
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Bill, im not seeing those extra slots, but knowing im within milliseconds from that chain does bring me some comfort, looks like it'll be good enough for now.
In unrelated news.. tell me of this 'alpha slot' as i wasn't in GR beta to be able to play test it. :P -
Hey guys,
What I'm trying to do is get a FU->Slash->Focus attack chain, while maintaining the softcap, without using weave. I can perma hasten, but i seem to cap out at about 200% global recharge. If i go any higher then that, i always lose my soft cap. This is the 200% build, Money isn't that much of an issue, just don't get the pancea proc, everything else should be ok. Oh, and ignore the levels at which i got the powers. I'm just aiming to get the attack chain down, then ill reorganize the powers around.
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and FYI.. http://paragonwiki.com/wiki/Caps#Maximum_3 Blasters, scrappers, Corruptors, and Stalkers all have the same damage caps.
Blasters however have higher AOE caps then both scrappers and stalkers, and more pure damaging attacks then corruptors.
I love my fire/kin corruptor if i want a to play a safe, yet damaging toon, cuz really, its hard to kill a kin. But she can't handle nearly what my fire/fire/fire blaster can. I play him when i just want sheer death. -
According to this http://paragonwiki.com/wiki/Lieutenant A gunslinger LT has just over 850 hit points, which is what i said, a gunslinger Lieutenant, and fire blast, flares, and ring of fire (fire blast/flares with only 3 level 50 common damage IOs mind you, and ring of fire with no damage in it at all) with aim and BU to feed them, does 814. So yeah, that gunslinger, would dead after just fire blast, flares, and ring of fire, assuming of course, no other damage was done (hot feet, any AoE splash damage, any damage procs etc) and that sapper was toast with just blaze alone.
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Get an envemoned dagger, and some SOs, and call it a day.